INDIANA FOOTBALL OFFICIALS ASSOCIATION

INDIANA FOOTBALL OFFICIALS ASSOCIATION MECHANICS MANUAL FOR A CREW OF FIVE OFFICIALS Compiled by the Indiana Football Officials Association, July, 2...
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INDIANA FOOTBALL

OFFICIALS ASSOCIATION MECHANICS MANUAL FOR A CREW OF FIVE OFFICIALS

Compiled by the Indiana Football Officials Association, July, 2012

TABLE OF CONTENTS Chapter

Subject

Page

1

Introduction: The Role of Mechanics in Officiating

1

2

Proper Use of Officials’ Equipment

3

Use Of The Penalty Flag Use Of The Whistle Use Of The Beanbag Use Of The Game Card

3 4 5 7

3

Pregame Responsibilities

9

Before Getting to the Game Site In the Locker Room Proper Wearing of the Uniform Pregame Conference with Coaches Field and Game Equipment Inspection Auxiliary game personnel Coin Toss Mock Coin Toss 4

Free Kick Mechanics

19

Routine Free Kick Obvious Short Free Kick Free Kick Following Safety Field Goal by Free Kick Following Fair Catch 5

Scrimmage Kick Mechanics

Officiating the Running Game

28 32 37

Pre-Snap Responsibilities Reading Keys at the Snap Responsibilities On Running Plays Option Play Mechanics 7

20 23 26 27 28

Punt Mechanics Field Goal and Try Mechanics 6

9 10 11 12 14 15 16 17

Officiating the Passing Game

37 39 41 44 46

Pass Coverage Responsibilities i

48

Intentional Grounding Passes Thrown From Beyond The Zone Forward and Backward Passes Pass Interference 8

Goal Line Mechanics

50 51 51 52 56

Red Zone Mechanics Reverse Goal Line Mechanics

57 59

9

Overtime

61

10

Dead Ball Officiating

63

After a Score Timeouts Injuries Intermission Between Periods Quarter Change Mechanics Halftime Mechanics 11

Game Administration

70

Crew Communication Getting the Ball Ready for Play Measurements Penalty Administration Sideline Management Controlling Altercations Covering Fumbles 12

63 64 65 66 66 68

Philosophy

70 72 73 76 78 80 81 84

Calling Penalties Officiate The Point Of Attack Make It Be There Get The Big One And Now, A Word Or Two About Holding When In Doubt …

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84 84 85 85 86 86

Chapter 1: The Role of Mechanics in Officiating The essence of superior football officiating is often described as “good judgment.” Many non-officials believe that superior judgment skills are what differentiate “good” from “bad” officials. Experienced football officials know, however, that individuals with superior judgment skills are truly rare. Most of us have “average” judgment. After all, that’s why it’s described as “average.” But among those with average judgment skills are many truly great officials. That is because those officials utilize superior mechanics. Mechanics may be defined as “a set of practices designed to put the official in the right place, at the right time, looking at the right thing, in order to make the appropriate call or nocall.” Thus, those with superior mechanics can place themselves in a position where average judgment yields the right result almost all of the time. Conversely, even those with superior judgment skills, if they have poor mechanics, will not be where they are supposed to be, looking at what they are supposed to see. As a result, their superior judgment skills are often wasted. It is for this reason that the study and development of good mechanics is a co-equal branch of officiating proficiency, on a par with rules knowledge. One is of little use without the other. This publication is devoted to explaining the mechanics of officiating so that all officials can put themselves in position to make the right call or no-call without needing superhuman judgment skills. Many officiating crews have adopted a “cafeteria” approach to mechanics. As they go through a mechanics publication, they pick and choose those mechanics they like, and disregard the rest. That approach ignores the fact that the mechanics described in this Manual are the product of serious consideration and much discussion by very experienced officials. They have been in use for many years and have stood the test of time.

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Equally importantly, to the extent evaluation of officiating performance in Indiana is becoming “observer directed,” rather than “coach directed,” this Manual comes at an opportune time. One of the advantages of using uniform mechanics is that it makes it easier to accurately assess officiating proficiency, and thereby to evaluate crews and provide feedback on their strengths and weaknesses. It is no longer sufficient to “get it right.” Getting a call right can depend on many factors, several of which are beyond the control of the official. It has now become important to not only get the call right, but to get it right by doing the right thing. That’s what this Manual is for.

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Chapter 2: Proper Use of Officials’ Equipment Each item of equipment in your bag is necessary to properly carry out the various tasks associated with working a ball game. Using the equipment properly will make your task much easier. Using it improperly can get you, and your crewmates, in trouble. Use of the Penalty Flag The penalty flag should be worn inconspicuously, with no yellow showing if at all possible. One flag is all that is necessary. Where you carry the flag is a matter of personal preference. Many experienced officials prefer a ball-type flag, worn in front in the belt. There are several reasons for this. Ball-type flags are more accurate when thrown. Wearing the flag in front prevents people on the sidelines from noticing on those occasions when you reach for the flag and then think the better of it. Some officials believe that having the flag sticking out of the back pocket while standing on the sideline in front of a coach sends a bad message. Many officials put athletic tape over the ball of the flag so as to render the flag essentially invisible when tucked away. Make sure if you are wearing black long pants that you use black tape on the ball. Use white tape if you’re wearing white knickers. The penalty flag has two uses: to indicate a foul has been committed, and to mark the spot of certain types of fouls. If the foul occurs prior to or simultaneous with the snap, throw the flag high in the air, straight up. For dead ball fouls such as unsportsmanlike conduct or a late hit, also throw the flag high. On those fouls where an enforcement spot needs to be marked, however, get the flag on the spot, whether by throwing it or simply dropping it on the yardline. The flag should be thrown in a decisive manner, not tentatively. A tentative throw signifies a tentative call. When thrown, the flag should be thrown overhand. But while the throw should be decisive, it should not demonstrate emotion, such as anger or hostility. Don’t hit

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players with flags if you can help it. For one thing, that takes the flag off the right spot. If the flag does not get on the right spot, for whatever reason, unobtrusively move it to the correct spot before reporting the foul to R. Use of the Whistle Proper use of the whistle mainly involves adopting habits that prevent its inadvertent use. Few things on a football field are more embarrassing than an inadvertent whistle. The most important preventive measure is also the most simple: begin each play with the whistle in your hand, not your mouth. Keep the whistle in your hand until you intend to blow it. That extra ½ second it takes to get the whistle from your hand to your mouth can save you from a bad situation. Even if you are an umpire or a line of scrimmage official, and feel you have to be ready to blow a false start or snap infraction, that is not a good enough reason to start each play with the whistle in your mouth. The potential harm of an inadvertent whistle outweighs any benefit gained from being able to blow the whistle a split second sooner. If you absolutely have to have the whistle in your mouth at the start of the play, spit it out as soon as the ball is snapped. The other technique used to prevent premature whistles sounds simple, but in practice requires tremendous discipline: don’t blow the whistle without seeing the ball. There are going to be those times when the runner goes into a pileup. Everyone stops moving. You know the runner is down. However, you simply cannot blow the whistle unless you see the ball. This is especially important with a team that runs the option or otherwise hides the ball well. There may be plays where it seems to take forever to blow the whistle, but that is okay. There may be plays where no one blows the whistle at all. Although it is tough to get that point across to coaches, that is perfectly acceptable officiating mechanics. Remember, the whistle doesn’t make the ball dead, it only confirms it. So there is no reason to be in a hurry to blow the whistle.

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The last technique to prevent inadvertent whistles also requires discipline. Don’t blow the whistle when it’s not your job. If the play goes to the other side of the field, even though you see the runner go down, don’t blow the whistle. Let the covering official do so. If you notice a game where there are three or four whistles blown on every play, then you have a crew that’s not doing a good job. More people are watching the ball than should be. If the ball does not become dead in your area of responsibility, don’t blow the whistle. When it’s time to sound the whistle, do it loudly and confidently. One or two sustained blasts is preferable to “tooting” repeatedly. However, also use the whistle to get the attention of R and the other crew members if there is a foul. This also prevents the box from being moved prematurely on fouls. Use of the Beanbag The beanbag is one of the least used, and most misused, items of officiating equipment. Each member of the crew must have one, and they should all be the same color, preferably white or blue. B should have two beanbags, one of which should be a different color than the bags carried by the rest of the crew. A beanbag has only a few legitimate uses. They are: 1.

A beanbag is used to mark the spot where player possession is lost beyond the neutral zone or on a play where there is no neutral zone. For this reason it is proper to drop a beanbag on the yardline where a fumble occurs, if the fumble is beyond the neutral zone, or occurs on a play like a punt return or interception return. You should also drop a beanbag to mark the spot of a backward pass thrown beyond the neutral zone or during such plays.

2.

A beanbag is used to mark the spot where a player of A or K goes out of bounds during the down or kick, regardless of whether they left the field voluntarily or were blocked out. The purpose is to show that you saw the player go out of bounds and are prepared to rule on whether he did so legally or illegally.

3.

Use the bag to mark the “momentum spot,” i.e., the spot where a kick is caught or recovered by R, or a pass is intercepted or a fumble caught or recovered by B, inside the 5 yd. line, and under circumstances where the catching, intercepting or recovering player’s original momentum carries him beyond his own goal line. 5

4.

A beanbag also marks the spot of first touching of a kick by K. This is true whether it is a free kick touched in the neutral zone or a scrimmage kick touched beyond the neutral zone.

5.

A beanbag is used to mark the spot where a scrimmage kick ends, i.e., where the ball is possessed by R. This spot can become the spot of enforcement if there is a post-scrimmage kick foul.

6.

A beanbag is used to mark the spot of the ball in player possession when there is an inadvertent whistle.

It is important to remember that the beanbag is dropped, not thrown. There is no need to fire a beanbag at the exact spot a fumble occurred. Instead, drop it on the yardline of the fumble. Remember the purpose of the beanbag in that situation is to serve to mark the end of the run in the event penalty enforcement from that spot is necessary. As such, the yardline is all that is important. There are also several regrettably common, but inappropriate, uses of the beanbag. As in other areas of officiating, getting these “little things” right is the mark of a superior officiating crew. Do not use the beanbag to: 1.

Signify a loose ball. Dropping a beanbag indicates you saw a live ball fumbled. So don’t drop it just because you see the ball loose. The covering official may have the runner down, in which case your beanbag means you disagree with him, and there’s going to be a controversy. Only use the bag if you yourself saw the ball come out while it was still alive.

2.

Signify a fumble when what you really have is a muff of a backward pass. A mishandled snap from center is a good example of the erroneous use of the beanbag.

3.

To mark the spot of a fumble in or behind the neutral zone. Such plays are, by rule, loose ball plays. Consequently, the spot where possession is lost can never be an enforcement spot. Hence, the beanbag is unnecessary.

4.

To mark a forward progress or out of bounds spot except in the most extreme circumstances. Using a beanbag to routinely mark an out of bounds spot is the hallmark of a lazy crew. A wing official should hold the spot, turn and officiate the players out of bounds, and then R and B should be cleaning up. There is no 6

need for the wing official to leave that spot; thus, no need to mark the spot with a bag. An exception to this rule occurs when there is a scuffle out of bounds or downfield, and it becomes necessary for the covering official to leave the out of bounds spot. 5.

To mark the spot of an interception or recovery by B. This mechanic is often used in games played under other codes for purposes of compiling statistics. But at the high school level the officials have no such responsibilities, so use of the beanbag in that circumstance is inappropriate.

The prevailing philosophy is that use of the beanbag should be restricted to those occasions where it is necessary, rather than merely convenient. Each time the beanbag is used, there is a potential for controversy. Therefore, limiting its use to those circumstances in which it is necessary minimizes the number of potential controversies. Use of the Game Card This is another under-utilized piece of equipment. Everyone on the crew should keep a card to record, at a minimum, the results of the coin toss, timeout data, and information on the quarter change. It is recommended that additional information also be recorded, such as captain’s numbers, team names and colors, and coaches’ names. Many crews consider it desirable that whenever an official calls a penalty, it should be recorded in some fashion. One way to do this is for each official to keep a game card, and to record all the fouls called by that official. This sort of recordkeeping can be very helpful when reviewing game film. In addition, each crew should devise a method of insuring a written record of all unsportsmanlike conduct fouls and disqualifications. One suggested method is to require the reporting official and one other official, such as B, to record all such fouls, so that there is a backup. An alternative is to designate one crew member, usually B, to keep a “penalty card.” This card allows for more sophisticated data to be recorded on the fouls called. A penalty card

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can be a very valuable resource when reviewing a game film, or preparing a postgame report of unsportsmanlike conduct or disqualification. Finally, consider expanding the use of the game card to include even more information. Many officials record significant “no-calls” or other questions on their game cards in order to assist in discussing and evaluating those calls when the game film is made available. Recordkeeping should never interfere with officiating the game. But if it can be done without interfering with the officials’ other duties, it can be very useful.

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Chapter 3:

Pregame Responsibilities Before Getting to the Game Site

One of the most important goals of any officiating crew is to project an image of professionalism. By doing so, the crew increases the chances that the calls made on the field will be readily accepted by the participants. Professionalism starts long before the crew walks onto the field on Friday night. In this section of the Manual, we deal with practices which should be employed prior to the day of the game, and which will not only make the crew work better, but will enhance the crew’s image as a group of professional officials who take their work seriously, and deserve to be treated as such. It is recommended that the crew chief, or his designee, perform the following tasks in the week or so prior to game day: 1.

Confirm the assignment in writing. An e-mail to the home team’s Athletic Director confirming the date, time, place and opponent should be sent at least a week ahead of time. Take this opportunity to identify who your “escort” for the evening will be, where you should park, where your locker room is, and other issues that, if not arranged beforehand, can consume valuable time and serve as a distraction on game night. This is also a good time to request that the AD make his clock operators available on game night for a pregame discussion with the referee.

2.

Communicate with the crew. Similarly, confirmation to the crew members should include the above information together with any travel arrangements. The goal is to get everyone to the game site on time, with a minimum of distraction. Take this opportunity to review the weather forecast, making sure that everyone shows up at the game site with the proper equipment.

3.

Arrange for performance evaluation by coaches. It is recommended that the coaches be afforded an opportunity to provide feedback to the crew on their perceived performance. The IFOA evaluation form which should be prepared in advance of game day is in use by many crews.

4.

Arrange for performance evaluation by the crew. It is recommended that the crew procure a blank DVD and prepare a return mailer, with postage attached, so that the home team can make a copy of the game film and return it to the crew chief or his designee. This film should be reviewed and evaluated as soon as 9

possible, and the crew provided with feedback. If the school uses the HUDL online video system, and allows you to access it, the crew should take advantage of that opportunity. 5.

Provide pregame preparation opportunities for the crew. It is impossible to switch the brain to “football” at 6:30 on Friday night and expect it to function appropriately, if that is the only time you think about the game during the week. Whether it is a quiz downloaded from the internet, an association meeting, a mechanics memo, a discussion session, or film review, do something each week as a crew which gets you thinking “football” before Friday night.

There are many other things that can be done to get “game-ready” and project that air of professionalism for which we all strive. These are the suggestions that have been tried and found to work. Feel free to develop others, and share them with your colleagues. In the Locker Room The last 90 minutes or so before the kickoff can set the stage for a good game, or a bad one. The practices described will take the crew up to kickoff in a structured, systematic way designed to avoid distractions and lead into a smooth game. 1.

Arrive at the game site on time and ready to go. It is recommended that the crew be on site no less than 90 minutes prior to kickoff. That means in the locker room ready to dress and hold the pregame at that time. It doesn’t mean getting there and spending 20 minutes shooting the breeze with the AD or someone else, nor does it mean polishing your shoes in the locker room.

2.

Spend at least 30 minutes before taking the field on pregame issues. This can mean going over a mechanics topic, discussing the film of last week’s game, or holding a formal pregame meeting. But do something to get everyone focused on the football game.

3.

Make your pregame discussion a formal one. There are many different pregame conference agendas out there. Tailor yours to the needs of the crew. Sitting around shooting the breeze or telling “war stories” is not a substitute for an organized pregame meeting. The best pregame conferences involve every member of the crew with some specific responsibility. Some suggested topics for inclusion in your pregame conferences are: a. Game or team-specific rules issues: Knowing something about the teams beforehand helps you tailor the pregame. For example, does one of the teams run a no-huddle offense? Then review substitution requirements and how you 10

will handle them. Is it a rivalry game between teams that have a history? The crew should review preventive officiating procedures and prevention and administration of dead ball fouls. This type of preparation will ensure that crew is prepared to handle situations they will encounter during the game. b. Crew issues: Have you noticed something in previous games or film review that is a challenge to the crew? Discuss how you’ll deal with it tonight. c. Communication: Review signals that the crew will use to communicate with one another. Discuss typical communication issues such as penalty reporting and first downs. d. Mechanics issues: A thorough review of mechanics is impossible in a pregame conference of 30 minutes. But you can select an area or two each week to cover. This is a good way to make sure all crew members are involved in the discussion. The possible topics for a pregame conference are virtually unlimited. The important thing is that you have one. It not only addresses potential problems, but gets everyone in the correct frame of mind as you head out the door. Proper Wearing of the Uniform There is nothing that contributes more greatly to an air of professionalism than an official who looks the part. And there is nothing that detracts from that air quicker than sloppy dress. You never get a second chance to make a first impression, and the first thing most people notice is the crew’s appearance as they make their way onto the field. So take to heart the following hints for proper wearing of the uniform: 1.

Adhere to the uniform requirements in the IHSAA Officials’ Handbook. The IHSAA prescribes the type of shirt, shoes, etc.

2.

Make sure everything is clean. That includes not just the uniform, but your flag and beanbag, and especially your shoes. Don’t polish your shoes in the locker room before a game. Your shoes should be all, or at least mostly, black, with black laces.

3.

Have a uniform that fits. This means two things. Have the right size shirt and pants, and make sure you are the right size to wear them. Personal appearance includes looking fit. 11

4.

Get a sized hat. Nothing detracts from appearance quite so readily as that tuft of hair sticking out above that plastic band on the back of an adjustable hat. With the ready availability of “flex fit” caps, there is no reason to wear an adjustable hat at a varsity game.

5.

What’s underneath counts, too. Wear a black undershirt. A turtleneck is permissible in cold weather. The shirt should be zipper front, and it should be zipped to or near the top. If the crew is wearing white knickers, wear a pair of white shorts underneath and tuck your uniform shirt into them, so that the vertical stripes of the shirt don’t show through your knickers. Don’t wear an undershirt with lettering or images that show through your striped shirt. If black pants are the uniform of the day, make sure your socks are black, too.

6.

Make the uniform “uniform.” Everyone on the crew should dress alike. This goes beyond choosing long or short sleeves. Everyone wears a mesh shirt in warm weather or no one does. Get your socks at the same place so they look alike. Have the same color beanbags.

7.

Inclement weather is no excuse. If it’s raining, it is permissible to wear a clean, well-fitting, striped rain jacket, as long as every member of the crew is similarly attired. The jacket should be tucked inside the pants. Gloves, if worn, should be black.

8.

Don’t wear additional, non-regulation apparel. Patches, other than the IHSAA authorized patches, should not be worn, with the exception of an American flag patch and/or a special, short term patch, authorized by the IHSAA, and worn in a manner consistent with IHSAA guidelines on supplemental uniform insignia. Nor should sunglasses be worn at any time.

Follow these hints and you’ll start the evening off by giving everyone a favorable impression of the crew, which is half the battle. Pregame Conference with Coaches A pregame discussion with the coaches is an absolute must. All crew members should attend. It should be the first order of business when you enter the field. Ideally, you should meet with the visiting coach first. But don’t go out of your way to walk past the home team coach in order to do so. Keep in mind that the coaches are busy at this time, so it is important to organize the conference to insure that it is conducted efficiently and expeditiously. Be courteous, but

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adopt a businesslike tone. Try to avoid excessive displays of jocularity, as it detracts from the tone you want to set for the game and can send the wrong message to the opposing coach. The meeting should include discussion of the following topics at a minimum: 1. Introduction of crew members, including providing a typed or printed card with names and positions. This is also a good time to give the coach an evaluation form, with a pre-stamped return envelope. 2. Ask if all players are legally equipped, and if any need equipment checked, such as casts, splints, non-traditional braces, etc. 3. Identify captains. If the coach prefers that you talk to a particular captain, establish that preference and note it on your game card. 4. Discuss any trick plays, unusual formations, or special tendencies that the team plans to display that game. Find out whether QBs and kickers are right or left-handed, if you don’t already know that information. 5. Identify the personnel who will handle the game balls during the game and find the game balls so they can be checked after the conference is concluded. 6. Introduce the official who will be on that coaches’ sideline during the game and explain that he will communicate information from the crew to the coach. 7. Confirm the time and the accuracy of the scoreboard clock for an on-time start. 8. Advise the coach whether the halftime intermission will be the traditional 15 minutes or extended to 20 minutes. Remind him that his team must be on the field at the start of the 3-minute warmup period. 9. Let the coach know how your wing officials will work with his receivers to help them get lined up properly on or off the line of scrimmage. 10. Ask the coach if he has any questions or additional comments. 11. Advise the coach on the procedures for the coin toss, whether it will be before the teams conclude warmups, or after they return to the field and just before kickoff. If possible, obtain the coaches’ choices for the various coin toss options, so that his captain won’t make a mistake at the toss. 12. Perform the required discussion of sportsmanship issues.

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It is not uncommon for a coach, during the conference, to convey information he has observed about the opposing team based on game film review. Often this information is in the form of cautions about fouls the opponent has a tendency to commit. Take this information with a grain of salt. The proper response is to thank the coach for the information, and inform him in a polite way that the crew will be alert for such conduct on the part of either team. Then move on to the next topic. In all likelihood, the pregame conference is the crew’s first interaction with the coach on game night. The impression you make during the conference sets the tone for your performance, and the coaches’ evaluation of it, for the entire game. Don’t neglect this opportunity to make a good first impression. Field and Game Equipment Inspection The next order of business after meeting with the coaches is to inspect the field and game equipment. The crew should walk the sidelines and end zones to observe that the playing area is free from hazards. Items such as equipment or other loose objects should be removed from the vicinity of the playing field. Potential hazards which cannot be moved, e.g., a long jump pit or manhole, should be adequately covered and padded. Report this to game management. If serious enough, make a note and report the existence of the hazard to the IHSAA at the conclusion of the contest. Also make a report to the IHSAA if the field is obviously improperly marked, such as an absent restraining line. Move the end line pylons off the end line, and insure that the goal line pylons are properly located. Note if there are lines on the field used by other sports, and make sure all crew members are aware of the proper lines.

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The linesman should inspect the line to gain equipment to insure that it is unbroken and safe. Stretch out the chain and make sure the 5 yd. spot is accurately marked with tape. Insure that the chain crew has a clip and, if they don’t, supply one. The referee should inspect the game balls, and mark each one after it is approved. All officials should observe the players warming up to identify any equipment or uniform issues and address them before the game, rather than during play. You should also note important information during the warmup period, such as how far the kickers are kicking the ball. Then exchange this information with other crew members. After pregame duties are concluded, crew members should take up positions on each side of the field at approximately the 50 yd. line and observe. Avoid excessive conversations with sideline personnel which could detract from the appearance of professionalism and possibly be interpreted as showing favoritism. Auxiliary game personnel The crew should meet with all auxiliary game personnel to review procedures designed to make the game go more smoothly. It is important to emphasize that the auxiliary game personnel are, in a very real sense, part of the officiating crew during the game. Therefore, those personnel in public view must conduct themselves with impartiality and professionalism. The referee should meet with both the game and play clock operators to review timing procedures and rules. The format of the discussion should follow the NF Guidelines for Football Clock Operators. The linesman should meet with the chain crew to discuss line to gain procedures. The format of the discussion should follow the NF Guidelines for Football Chain Crews. If auxiliary line to gain equipment, such as a ground target marker, is operated on the home team sidelines,

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the line judge should instruct the auxiliary equipment operator in his duties, chief among which is to hold his position at the previous spot until the referee’s subsequent ready for play signal. The back judge and umpire should meet with ball personnel to discuss procedures for getting game balls in and out of the game smoothly and efficiently. If inclement weather is present, procedures for keeping the ball dry should be part of the discussion, and the umpire should make arrangements to have a towel available for his use. Coin Toss Typically, the coin toss is conducted in 2 phases: the actual toss which occurs during the pregame, and the “mock” toss, which occurs just prior to kickoff. The toss should be conducted after the pregame conference with the coaches and before the teams leave the field. It is recommended that the toss be conducted on the sideline at the 50 yd. line. The toss should conform to the following format: 1. The referee should stand on the sideline with the captains of each team arranged in a line perpendicular to the sideline and facing one another. The other members of the crew should be in a line facing the referee. 2. Direct the captains to introduce themselves to one another and shake hands. 3. The referee should introduce himself and the other members of the crew. 4. Make sure the “speaking” captains are closest to the referee. 5. Show the coin to each captain and explain which side is “heads” and which is “tails.” 6. Describe the procedure for the coin toss, and then conduct it as follows: a. b. c. d.

The referee will ask the visiting team captain what his call will be, heads or tails. After it is clearly determined what the call will be, the referee tosses the coin. Declare the winner of the toss and make sure the loser of the toss sees the coin. Ask the winning captain to choose among the following options: defer, receive, or defend a goal. Be mindful of the options his coach expressed in the pregame conference. If the captain’s choice is not consistent with his coaches’ expressed preference, go over the options with him again. Do not let the captain make a mistake. 16

e. If the winning captain chooses to defer, turn to the losing captain and say to him, in substance, “you want to receive, correct?” If he chooses any other option, go over the consequences of the choice with him again, unless his choice is consistent with his coaches’ expressed preference. f. Keep alternating choices with the captains until you have determined who will kick off and which goals each team will defend to start the game. g. After the toss is completed, have the required sportsmanship discussion with the captains, and instruct them in the procedure to be followed for the mock toss to occur immediately before kickoff. Then dismiss them to return to their teams. 7. After the captains have been dismissed, the crew should confer and record the results of the coin toss on their game cards. The coin toss is often taken for granted by the officials, and that should not be the case. If you allow the captains to make a mistake in their choice, the game is going to start on a bad note. Even if your procedures were flawless, the coach may attribute that mistake to a poor explanation of options by the referee. The key to an effective coin toss is to ascertain the coaches’ preferences in the pregame meeting, and then make sure those preferences are followed by the captains. Mock Coin Toss After the teams return to the field prior to kickoff, the mock toss should be conducted according to the following procedure: 1. When the teams are on their sideline, the referee should go to the center of the field at the 50 yd. line, and face the scoreboard. 2. The linesman and umpire should line up the visiting captains on their sideline at the 50 yd. line and await the referee’s signal. They should instruct the remaining members of the visiting team to remain on the sideline until the mock toss is concluded. 3. The line judge and back judge should line up the home captains on their sideline at the 50 yd. line and await the referee’s signal. They should instruct the remaining members of the home team to remain on the sideline until the mock toss is concluded. 4. The back judge is responsible for securing the kicking team’s game ball.

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5. On the referee’s signal, the members of the crew should walk their captains out. The officials should stop at the hash marks on the 45 yd. line and instruct their captains to continue unescorted to the center of the field. They should then make sure the remaining members of their teams have stayed on the sideline. 6. The captains should continue to the center of the field where they should be instructed to line up with their backs to the goals they will initially defend, on their respective 48 yd. lines. The referee should face the pressbox. 7. The referee should offer a few words of encouragement about sportsmanship, and then step through the lines of the players toward the pressbox so that he will be clearly visible when he signals the results of the coin toss. 8. The referee should then go through the results of the coin toss. a. If the winning team elected to defer, he should tap the nearest captain of that team on the shoulder and give the “defer” signal (Signal 10). b. Then move to the other team’s nearest captain, and signal his choice (either “receive” by giving the “completed catch” signal, or “kick” by giving a kicking motion). 9. Bring the captains back together and instruct them to shake hands and then return to their sidelines. 10. After the captains have departed the center of the field, the crew should come together at the 50 yd. line briefly. Assemble so that you can break to your kickoff positions without having to go around other officials. On the referee’s signal, break the huddle and jog briskly to your kickoff positions. An efficiently conducted coin toss and mock toss sets the stage for a good beginning to the game. Take the time to understand your role in these procedures and carry it out without delay or missteps.

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Chapter Four: Free Kick Mechanics Every game starts with a free kick. Covering the opening play well gets the game off to a good start. Free kick downs present a challenge in that there are typically players spread out over a large portion of the field. Adequate coverage of such a large area represents a formidable task. This task is best accomplished by assuming an initial position in which no two crew members are on the same yard line, or watching the same area. In this way, each official can look across the field and get a different view and angle than all other officials. This leads to more thorough coverage. Effective with the 2012 season, the National Federation Officials Manual has dramatically changed its free kick mechanic, moving two officials up to the receivers’ free kick line as a result of the rule change that makes it illegal for the kickers to initiate blocks against receivers until the kickers are legally entitled to touch the ball. After careful consideration, the IFOA has decided that the new NF mechanic places undue emphasis on a play that happens very rarely – a surprise onside kick – at the expense of critical downfield coverage on routine free kicks. Therefore, this Manual does not adopt the new NF mechanic. Instead, the Manual presents a suggested initial positioning which closely approximates the alignment and responsibilities of the officials on scrimmage plays. R and U are paired. After the free kick down is over, U has an easier time getting to the spot where the ball will be next snapped. H and L will most likely have responsibility for marking forward progress, as they usually do. B makes sure no one gets behind him and covers the long play to the goal line, a responsibility that should be familiar. It is permissible to utilize different officials than those described below to fulfill the various responsibilities. The abilities of the officials on a particular

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crew might dictate that this is desirable. What is important, however, is that the crew line up with officials in the designated positions, with the designated responsibilities. Routine Free Kick R

• • • • • • •

• • • •

• U

• • • •

Assume a position on the goal line on the side of the field on which the line to gain equipment is located between the hash mark and the 9 yd. mark. Your beanbag should be in your hand. Count R players and signal your count to U. Check the positions of all other officials. After receiving indication that other officials are ready, blow whistle and signal the ball ready for play. Assume responsibility for the 25 second count. Start clock when the ball is legally touched On a deep kick in your 2/3 of the field, retreat to goal line to rule on touchback or momentum • If there’s a momentum call, make sure your beanbag marks the momentum spot. • No beanbags inside the 1 yd. line. If it’s that close, and momentum carries the player into the end zone, signal a touchback. • Signal a touchback when the kick breaks the plane of the goal line and quickly move into the center of the field blowing your whistle and stopping play. If the kick is not in your 2/3 of the field, observe action around and behind the ball carrier. If the kick is in your 2/3 of the field, pick up the return man and mark his forward progress until you give him up to H at about the 20yd. line. You are responsible for the goal line in your 2/3 of the field, and the sideline up to H, approximately the 20 yd. line. If the kick goes out of bounds untouched by R in your side zone, drop a flag at the out of bounds spot, give the preliminary signal (S 19) and then ascertain the option desired by R. If they choose to take the ball at the spot where it went out, or if they put the ball in play 25 yds. beyond K’s free kick line (usually the R 35), move to that spot and repeat the signal. If they elect a re-kick, instruct B to enforce 5 yds. and then signal the infraction. Stay outside the hash mark throughout the play. Assume a position on the side of the field opposite the line to gain equipment, at approximately the 10-15 yd. line, depending on the strength of the kicker. Count receiving team players and signal your count to R. Start the clock when the ball is legally touched On a deep kick in your 1/3 of the field, retreat to goal line to rule on touchback or momentum • If there’s a momentum call, make sure your beanbag marks the momentum spot. • No beanbags inside the 1 yd. line. If it’s that close, and momentum carries the player into the end zone, signal a touchback. 20

• • • • • • • H

• • • • • • • • • • • •

• L

• •

• Signal a touchback when the kick breaks the plane of the goal line and quickly move into the center of the field blowing your whistle and stopping play. If the kick is not in your 1/3 of the field, observe action around and behind the ball carrier. If the kick is in your 1/3 of the field, pick up the return man and mark his forward progress until you give him up to L at about the 30 yd. line. You are responsible for the goal line in your 1/3 of the field, and the sideline up to L, approximately the 30yd. line. If the kick goes out of bounds untouched by R, blow the whistle to kill the play, mark the spot where the ball crossed the sideline with your flag, and report the infraction to R. Stay on or near the sideline throughout the play. At the conclusion of the return, hustle to the succeeding spot, secure the correct ball from B and make it ready for play. Remind R that the clock starts for the next play on the snap. Assume a position on your normal side of the field at approximately the 25-30 yd. line. Insure that the team on your sideline is in the team box and the sideline is clear. Count R players and, when ready, signal to R. If B calls encroachment on K or any other dead ball foul, move quickly into the center of the field to shut the play down. After the kick, assume a position which allows you to look directly across the field and see the point where the advancing K players and the “wedge” come together. Be alert for blocks in the back from retreating R players who have allowed K players to run past them. Watch for K players who try to break up the wedge by blocking below the waist. In your 1/2 of the field, assume responsibility for the runner’s forward progress once he gets past the 20 yd. line. If the return is not in your 1/2 of the field, watch action around the ball and, if the return is a long one, clean up behind it. You are responsible for your sideline from the R 20 all the way to the K goal line, so stay ahead of the runner. On a kick out of bounds on your sideline untouched by the receivers, assume responsibility for marking the out of bounds spot with your flag if the kick goes out anywhere outside the 20 yd. line. If you have the runner’s forward progress spot, wait for L to pick it up and then release and get the chain crew ready for the first down. Otherwise, go immediately to the chain crew at the end of the play, and then look across the field to pick up L’s forward progress spot and set the line to gain. Stay on or near the sideline throughout the play. Start in the center of the field on R’s free kick line, usually midfield. Assume responsibility for receiving team players lining up on their side of this line. Turn toward K and count the K players. If they don’t have 11, communicate that to 21

• • • • • • • • • • • • • B

• • • •

• • • • •

B. Signal to B when completed. Move briskly to your sideline on K’s free kick line. Signal to R when ready. Insure that the team on your sideline is in the team box and the sideline is clear. Identify the receiving team R front-line players closest to you. You will be responsible for watching them retreat and block after the ball is kicked. Have your beanbag in hand. Be alert for a squib kick or a low, hard kick which bounces off one of the front line receivers. If a receiving team player breaks the plane of the free kick line before the ball is kicked, sound your whistle, throw the flag up in the air, and move into the center of the field, killing the play. Report the encroachment to R. Don’t nit-pick this call. Once the ball is kicked drift downfield keeping an eye on the two receivers previously identified and watching their blocks. Do not go past the R 35 yd. line. If the return is in your 1/2 of the field, watch the blocks in front of the return until the runner passes the 30 yd. line, and then pick up his forward progress. Maintain a cushion between you and U. If the return is not in your 1/2 of the field, once you release your two R players, look across the field and pick up action in front of the return. On a kick out of bounds on your sideline untouched by the receivers, assume responsibility for marking the out of bounds spot with your flag if the kick goes out anywhere outside the 30 yd. line. You are responsible for your sideline from the R 30 all the way to the K goal line. So stay ahead of the play. If the return is not in your 1/2 of the field, hustle to H’s forward progress spot so he can release and set the chains for the next scrimmage down. Stay on or near the sideline throughout the play. Make sure the correct ball is in the game. Start in the center of the field on K’s free kick line, usually the K 40. Assume responsibility for K players lining up on their side of this line. Count the K players. Signal to L when completed. Do not allow the ball to be kicked if K has anything other than 11 players. Hand the kicker the ball. Instruct the kicker to wait for R’s whistle and signal before kicking the ball. If the kicker unduly delays lining up, and you have completed your count of the K players, place the ball on the ground on the K free kick line and proceed to the sideline. Move briskly to the sideline where the line to gain equipment is located, on K’s free kick line. Signal to R when ready. Identify the 3 R front-line players closest to you. You will be responsible for watching them retreat and block after the ball is kicked. Have your beanbag in hand. Be alert for a squib kick or a low, hard kick which bounces off one of the front line R players. If a K player breaks the plane of the free kick line before the ball is kicked, sound your whistle, throw the flag up in the air, and move into the center of the field, 22

• • • • • • • ALL

• • • • • •

killing the play. Report the encroachment to R. Don’t nit-pick this call. Once the ball is kicked move in to the hash mark on your side of the field, keeping an eye on the three R players previously identified and watching their blocks. Be alert for illegal action against the kicker. Act as the “free safety” on a long return, always having responsibility for the K goal line. Give ground as the return moves toward you, watching the blocking in front of the return. If the return moves out of bounds, move quickly to that sideline to clean up around the play. If the kick goes out of bounds untouched by the receivers, go immediately to the receiver’s head coach and ascertain how he wants the penalty enforced. Communicate the choice to R. Secure a new game ball after the play and get it to U. Note the time on the clock before every free kick so that if the clock is started in error, such as after encroachment or when a kick is touched, but not legally, you can put time back on the clock if need be. Move into the center of the field on a touchback or dead ball foul to shut the play down. Remember that forward progress is not critical on a free kick return. Therefore, help yourself out and “find the line” when you declare the ball dead. It might save you a measurement on that first series. Kill the clock at the conclusion of the play. Focus intently on your responsibilities during the return and do not attempt to “help out” someone else. Know the status of the ball at the time of any live ball foul, i.e., whether it was during the kick or during the return.

Some crews routinely have B ask the kicker if he’s going to kick the ball deep or short, and then the B has a “secret signal” to give to L so that they can be especially alert for a surprise short kick. This practice is discouraged. Coaches are very good at detecting anything that falls outside your usual “pattern.” Giving a signal of any sort could tip off the receiving team and deny the kickers the advantage of surprise to which they are entitled. Every free kick should be officiated with a surprise onside kick in mind anyway. Obvious Short Free Kick There are, of course, those situations when it is obvious that K will attempt an onside kick. Special free kick mechanics exist for this very challenging situation. It should be noted at 23

the outset, however, that these mechanics are to be employed only in obvious short kick situations. They should not be used because a team has a habit of squib or “pooch” kicking. Use routine mechanics, with necessary adjustments, for those situations. It is recommended that in obvious short kick situations, the crew meet briefly at the R 10 yd. line during the 1-minute intermission following the score and preceding the kickoff in order to review these mechanics. R

• • • • • • • •

B& U

• • • • • •

• • •

Gather the crew at the R 10 yd. line during the 1-minute intermission following the score and preceding the kickoff in order to review these mechanics. Assume a position in the center of the field and between the deepest R player and the goal line. Count R players and signal your count to U. Assume responsibility for the 25 second count. Check the positions of all other officials. After receiving indication that other officials are ready, blow whistle and signal the ball ready for play. In the event the ball is kicked long, take responsibility for the goal line from sideline to sideline, and wind the clock when the ball is legally touched. Assume normal duties on the return. If the ball is kicked short, move rapidly upfield and find out the situation from the covering officials. Be prepared to rule on possession if that has not already been done. B make sure the correct ball is in the game. B start in the center of the field on K’s free kick line, usually the K 40. Assume responsibility for K players lining up on their side of this line. U assume a position on K’s free kick line on the side of the field opposite the line to gain equipment. Count the K players and signal to R when you are ready. Have a beanbag in hand. Concentrate on the K players on your ½ of the field. Insure that they do not encroach. If they do, sound your whistle, throw the flag, and move quickly into the field to shut down the play. This is one time we do want to nit-pick this call, since even a half step across the line gives them an advantage. Know whether the ball has been popped up, or whether the kicker kicked the top of the ball so that it bounces up. In other words, know whether the kick has been grounded or not. If you see the ball touched by K in the neutral zone before it is touched by one of the receivers, drop a beanbag on the corresponding yardline and continue to officiate. If you see the ball touched by R before K otherwise would have the right to recover 24

• • •

• •

• • •

L& H

• • • • •





it, i.e., before it has passed R’s free kick line and touched the ground, wind the clock, and continue to officiate. Be alert for K players blocking receivers before the kick has been grounded and broken the plane of the receivers’ free kick line. If the kick is to your ½ of the field, and you are sure of possession, kill the clock and rule on possession after checking that no one else has a touching call that might change that. Be alert for K players interfering with R’s opportunity to catch or move toward a kick in flight, or touching a kick in flight. That is a spot foul, so get your flag on the right spot. Do not watch the ball in flight. Watch the K players on your side of the field. If the ball is near the sideline, be ready to rule on whether it has gone out of bounds, or was recovered inbounds. Be especially alert for players who are on or across the sideline touching the ball, which renders the ball out of bounds. If you are the closest official to the recovery, get in fast and dig for the ball. When you discover who has it, report your findings to a standing official, who can then point in the appropriate direction. If this takes a long time, only R should point. In any event, only one official should point. Be alert for either team blocking below the waist in an effort to clear a path to the ball. Both B and U must not overrun the play once the ball is kicked. L and H are on the R free kick line. Don’t invade their territory. Officiate your area and trust your other crew members to officiate theirs. Be prepared to rule on whether K players blocked receivers before the ball had crossed the receivers’ free kick line and been grounded as, beginning in 2012, such blocks are illegal. L start in the center of the field on R’s free kick line, usually midfield. Assume responsibility for R players lining up on their side of this line. Both L and H count R players. L move briskly to your sideline on K’s free kick line. H should already be on R’s free kick line on his sideline. Both signal to R when ready. Have a beanbag in hand. If a receiving team player breaks the plane of the free kick line before the ball is kicked, sound your whistle, throw the flag up in the air, and move into the center of the field, killing the play. Report the encroachment to R. This is one time we do want to nit-pick this call, since even a half step across the line gives them an advantage. You must know whether the ball has crossed R’s free kick line. Remember, for K to legally recover the kick, untouched by R, the kick must go beyond R’s free kick line and touch the ground. Otherwise it is first touching of the kick and you need to bag that spot and continue to officiate. Treat R’s free kick line like the goal line: if play comes your way, back down the line extended. Do not move off the line so that you will maintain a good position to rule whether the kick has gone the required distance before it can be legally touched or recovered by K. 25

• • • • • • •



ALL

• • • •



• •

If the kick is popped up, be alert for a fair catch signal by R, which prevents any R player from returning the kick and also prevents the signaler from blocking. Do not watch the ball in flight. Watch the R players on your side of the field. If you see the ball touched by K in the neutral zone, drop a beanbag on the corresponding yardline and continue to officiate. If you see the ball touched by R before K otherwise would have the right to recover it, i.e., before it has passed R’s free kick line and touched the ground, give the “tip” signal and continue to officiate. If the kick is to your side, and you are sure of possession, kill the clock and rule immediately. But be careful that no one else has a touching call that might change that. Be alert for K players interfering with R’s opportunity to catch or move toward a kick in flight. That is a spot foul, so get your flag on the right spot. If the ball is near the sideline, be ready to rule on whether it has gone out of bounds, or was recovered inbounds. Be especially alert for players who are on or across the sideline touching the ball, which renders the ball out of bounds. If you are the closest official to the recovery, get in fast and dig for the ball. When you discover who has it, report your findings to a standing official, who can then point in the appropriate direction. If this takes a long time, only R should point. In any event, only one official should point. Be alert for either team blocking below the waist in an effort to clear a path to the ball. Wind the clock when you see the ball legally touched. Kill the clock at the conclusion of the play. If a player touches the ball, know whether that player was blocked into the ball, which negates the touching. If the ball is downed in a pileup, get in there and help out. If you’re not digging for the ball, assist by keeping other players away, or getting players who do not have the ball off the pile. Do not let players pull opposing players off the pile. That’s how trouble starts. Only one official should point in the proper direction according to who recovered the ball. If possession can be determined quickly, then point immediately. Otherwise, wait for R, sort it out, and let him point. At all costs, avoid pointing the wrong way. If there is a live ball foul, make sure you know the status of the ball at the time of the foul. The crew must communicate with one another before declaring possession. Free Kick Following Safety

Crew mechanics for a free kick following a safety are essentially the same as those for a routine free kick, with just a couple of important exceptions.

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• • •

K’s free kick line is the K 20 yd. line (unless moved by penalty). R’s free kick line is the K 30 yd. line. It is permissible for K to put the ball in play with a punt following a safety. B must make sure that the punt is kicked within one step of K’s free kick line. Since a punt is frequently used to put the ball in play following a safety, all officials must be increasingly alert for the possibility of a fair catch and/or kick catching interference. Field Goal by Free Kick Following Fair Catch

Following a fair catch or awarded fair catch, Team R has the right to attempt a field goal by free kick. This is a very uncommon play, but if it happens, it is usually at a critical point in the game. If this occurs, R and U should move beneath the uprights. R has responsibility for his upright, while U has responsibility for both his upright and determining if the kick passes above or below the crossbar. The remaining officials should assume their normal positions for a free kick. H has the additional responsibility of determining whether the kick has broken the plane of the goal line, and should sound his whistle when the kick does so.

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Chapter Five: Scrimmage Kick Mechanics Scrimmage kick situations present some of the greatest challenges to officiating. Players (and officials) are strung out all over the field. The ball is loose. Several special rules are in effect that are not applicable to normal scrimmage downs. And every experienced official knows that the strangest things happen when the ball is kicked. Therefore, perhaps more than on other plays, adherence to well thought out mechanics is critical to proper officiating of scrimmage kick plays. There are three types of scrimmage kick plays: punts, field goals, and trys by kick. Each has its own peculiarities and calls for its own set of mechanics. Punt Mechanics The average high school game includes perhaps a dozen punt plays. Yet those dozen plays represent a potential for officiating trouble equal to all of the scrimmage plays in the game. Your crew’s punt mechanics must be designed to not only cover the field, but also respond to those situations that pose the greatest potential for trouble. The mechanics scheme described below departs from that found in the NF Officials Manual in order to better address the eventualities of blocked punts, fake punts, or “scrambles” resulting from a bad or mishandled snap. For example, under the NF mechanics, if there is a fake punt to L’s side, and R lines up on the kicker’s foot which is on the side opposite L, there is no way to officiate that play well. By the same token, if the kick is blocked and there is a return to that same side, no one is in a position to determine whether the returner stepped on the sideline or made it across the goal line under the NF mechanics. The punt mechanics that follow improve on the NF mechanics in several important areas, most notably by balancing the officials’ coverage of the field, leading to an enhanced ability to respond to certain types of fake punts or scramble situations.

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R

• • • • • • • • • • •



U

• • • • • • • • • •

After marking the ball ready for play, assume a position on the side of the punter’s kicking leg. Get wide, well into the side zone. If the ball is at the near hash, you should be very close to the sideline. Count K’s players and signal your count. Be 2-3 yds. behind the punter and in a position to see the snap of the ball. Once the ball is snapped, make sure that the snap is a good one and then direct your attention to the blocking in front of the punter. Be alert for low blocks by the protector(s) in front of the punter and/or holding by wingbacks on the outside of the formation on your side. Once the ball is kicked, you must know whether contact against the punter was caused by R’s charge, the movement of the punter, or R being blocked into the punter, and rule accordingly. In the event of a blocked kick, you are responsible for K’s goal line in your half of the field and your sideline from the line of scrimmage to the K goal line. If there is a fake or a scramble, you are responsible for the runner’s forward progress on your side of the field, including your sideline up to the line to gain. If the kick is not blocked or faked, move into the center of the field to the “safety” position and protect the punter. Clean up any action well behind the ball. If there is a long return, pick up the runner as he is released by the other officials, but make sure you beat him to the K goal line. Be alert for a long punt going out of bounds in flight. Go to the spot where the ball was kicked, and line up the official on that sideline with a raised arm, dropping the arm when the official reaches the yardline that represents the spot where the flight of the punt intersected the sideline. This mechanic is only used on long kicks that are out of bounds in flight. Otherwise, the sideline official goes directly to the out of bounds spot. Once the play is over and you have checked for flags, release the chain crew to go downfield and set up for the next series. Once the ball is marked ready for play, assume a position 4-7 yds. deep and on the same side of the field as R, but not nearly as wide. Count the K players and acknowledge R’s count signal. Remind the defense to avoid direct contact with the snapper. Identify players in the game under the numbering exception, and know who is eligible. Insure that the snap is legal. At the snap watch for contact on the snapper and holding by the interior line. Be alert for holding by R players which prevents K players from getting down to cover the punt. Turn as the players run past and observe action as they proceed downfield. Encourage any stragglers to find the football and knock off any contact well away from the ball. In the event of a fake or scramble that goes between you and the sideline on R’s side of the field, help R with the forward progress spot. Be ready to help the wing official on the opposite side if there is a question as to 29

• • • • B

whether the ball crossed the neutral zone. Observe blocking in front of the return as it proceeds upfield toward you. Stay far enough away from the spot where the return ends to pick up any late hits or cheap shots on the periphery. Once the return is ended, hustle to the dead ball spot so that H can release and set up the line to gain equipment for the next down. Remind R that for the next down the clock will start on the snap.

IF THE BALL IS SNAPPED OUTSIDE THE R 40 YD. LINE: • As early as possible, go to the side of the field opposite R, and point toward the wing official on the opposite side from you, reminding him that he will release on the snap. • Assume a position in the side zone and approximately 3 yds. behind the deepest R player. • Count R players and signal to wing officials. • Assume responsibility for the 25 second count. • Make sure the whistle is out of your mouth and your beanbag is in hand to mark the end of the kick. • Carry a contrasting color beanbag to use to mark first touching, a fumble, or the momentum spot. • Instruct the punt returner in what constitutes a valid fair catch signal. • Once the ball is kicked, do not watch the flight of the ball, other than to initially determine if it is returnable. You must know if R gives a fair catch signal. • If any R player gives a fair catch signal, valid or invalid, kill the play as soon as R gains possession of the ball, but do not be too quick to do so. Make sure R has not merely muffed the ball. No inadvertent whistles. • If there is no fair catch signal, stay wide and officiate the play. Until the returner is threatened, focus on the blocks ahead of him. • Be alert for kick catching interference and throw the flag at the spot, as this is an enforcement spot. • Be alert for first touching of the kick by K. Drop a beanbag if you see it and continue to officiate. Know whether someone touching the kick was blocked into it, in which case the touching is disregarded. • You are responsible for the return man’s forward progress in your 2/3 of the field and for your sideline up to the wing official who is moving downfield on that side. • If the return moves away from you, move toward the center of the field, focusing on action around the return and cleaning up behind it. • When the play is over, hustle to the dead ball spot and, if you are not the covering official, make sure that the correct ball gets into the game for the next series. IF THE BALL IS SNAPPED AT OR INSIDE R’S 40 YD. LINE: • Your initial position is on the goal line on the side of the field opposite R. • Beanbag in hand. • Pick up the flight of the kick as quickly as possible. If it is in your 2/3 of the field, hold your position. If it is in the far side zone, move quickly along the goal line to 30

• •

• •



L& H

be in a position to rule on a kick threatening the goal line in the far side zone. Be prepared to rule on whether the kick crossed the plane of the goal line. If so, immediately move into the field of play signaling the touchback and kill the play. Be prepared to rule on momentum, which only occurs when the kick is caught or recovered by R inside the 5 yd. line, and the R player’s original momentum carries the ball across the goal line. If there is a momentum call, drop a beanbag at the spot of the catch or recovery and continue to officiate. Try not to make a momentum call inside the 1 yd. line. Be alert for first touching of the kick by K in an attempt to keep the kick out of the end zone. Drop a beanbag at the spot of first touching and continue to officiate. If an R player made a fair catch signal and the kick threatens the goal line, you will have to focus on the kick, not the signaler. In this case, as the ball passes the signaler point toward that player, letting the wing official who has released down the sideline know that a fair catch signal was made and the player is thereby precluded from blocking during the kick. Make sure you know the number of the player that signaled. If the kick does not go into the end zone, officiate the return as you would any other punt return.

IF YOU ARE THE WING ON R’S SIDE OF THE FIELD: • Assume your normal position outside the sideline on the line of scrimmage. • Acknowledge B’s signal that you are the “releasing” wing. • Perform normal pre-snap and at the snap duties of counting players, signaling wideouts, identifying eligible receivers, watching the player in motion and making sure the snap is legal. • Make sure your beanbag is in hand. • At the snap, immediately release down the sideline, sneaking a peak over your shoulder to make sure the snap didn’t go over the punter’s head. • If there is a fake, scramble, or blocked kick which does not cross the neutral zone and is recovered by K, you are responsible for forward progress on your side of the field and for your sideline from approximately 10 yds. downfield to K’s goal line. • As you proceed downfield, identify the punt returners and know if they made a fair catch signal. • Watch the blocks in front of the returners. • Be alert for kick catching interference and throw the flag at the spot, as this is an enforcement spot. • Be alert for first touching of the kick by K. Drop a beanbag if you see it and continue to officiate. Know whether someone touching the kick was blocked into it, in which case the touching is disregarded. • If the return is in your 1/3 of the field, assume responsibility for the runner’s forward progress. • You are responsible for your sideline from end zone to end zone. • If the return is in B’s 2/3 of the field, watch the blocking in front of the return and clean up behind it. • If the kick goes out of bounds in flight, get beyond it and then turn so that R can line 31

• •



you up with the out of bounds spot. Walk up the sideline with upraised arm awaiting R’s signal. When he gives it, mark the ball out of bounds at the corresponding yardline. If the kick is grounded and goes out of bounds on your sideline, determine the out of bounds spot and mark the ball dead there. If the ball was snapped at or inside the R 40, hustle down the sideline and assume responsibility for ruling on a kick going out of bounds near the goal line. Be alert for B’s signal that one of the return men made a fair catch signal and, therefore, cannot block. If the kick goes out of bounds near the goal line on your sideline, make eye contact with B coming across the goal line before you signal anything. Discuss it with him if you have to before making a ruling and then both of you signal together. Don’t make a signal that you have to take back later.

IF YOU ARE THE WING ON THE SIDE OF THE FIELD OPPOSITE R: • Assume your normal position on the sideline on the line of scrimmage. • Perform normal pre-snap and at the snap duties of counting players, signaling wideouts, identifying eligible receivers, watching the player in motion and making sure the snap is legal. • At the snap, hold the line of scrimmage until the ball crosses the neutral zone. You are primarily responsible for knowing whether the ball crossed the neutral zone, which is absolutely crucial. • If there is a fake, scramble, or blocked kick which does not cross the neutral zone and is recovered by K, you are responsible for forward progress on your side of the field. • You are responsible for your sideline from goal line to goal line. • On a long return you are responsible for K’s goal line in your half of the field. • If the ball crosses the neutral zone, drift downfield watching the blocks as the players pass you. • Keep at least 20 yds. between you and B at all times. As the return moves toward you, stay ahead of it so that if it breaks long you can get to the K goal line in time. • If the return goes to the other side of the field, watch the blocking in front of the return and clean up behind it. • If a very short kick goes out of bounds on your sideline, rule on the dead ball spot without assistance from R. • If you are L and H has the forward progress spot on the return, hustle in and get it from him so he can release and attend to the line to gain equipment to start the new series. ALL

• • • •

Kill the clock at the conclusion of the play. Emphasize preventive officiating. Talk to the players as you move downfield, letting them know you are there. Penalize any significant hit that is well away from the ball on a player who is not involved in the play. Be alert for flags and make sure the line to gain is not lost if there’s a flag down. 32



If you throw a flag, make sure you know the status of the ball at the time of the foul, i.e., whether it was during the kick or during the return. Field Goal and Try Mechanics

Field goal attempts present unique challenges. Unlike a try, the ball remains in play if the field goal is blocked, and mechanics must account for that. The incidence of fake or blocked field goals is also relatively high, compared to trys. And there is almost always more of the field to cover. R



• • • • • • • • • • • •

U

• • •

Determine which side will be the holder’s “open” side, i.e., the side where you can see the holder’s hands and watch him catch the snap. The easiest way to do this is determine whether the kicker is right or left footed and then go to the opposite side of his kicking foot. Assume a position a yard or two behind the kicker and well outside the formation. If the ball is snapped on the hash and you are to the short side, you should be near the sideline. Count K’s players and signal your count. Make sure the snap is legal. Watch for false starts on your side of the line. Watch the holder’s handling of the snap. Be alert for muffed snaps or fumbles. Know whether the holder’s knee was off the ground and, if so, whether he can return, and rule accordingly. Watch for holding or tripping by the wingback on your side. Watch for roughing the holder or kicker. If there is contact, know whether the defender was blocked into the holder or kicker. At the snap on a try, take a couple of steps toward the line of scrimmage, so that your momentum is heading that way in the event of a fake. On a try, if the kick is blocked, kill the play immediately and give the “no good” signal to the pressbox. If there is a fake or scramble, you are responsible for your sideline all the way to K’s goal line and R’s end line, and for the runner’s forward progress, including the goal line, on your side of the field. On a fake you become, in essence, a wing official on that side of the field. If a field goal is blocked, you are responsible for K’s goal line. You are secondarily responsible for knowing whether a field goal attempt crossed the neutral zone. If a field goal or kick try is successful, give the appropriate signal to the pressbox after picking it up from the officials under the crossbar. Once the ball is marked ready for play, assume a position 4-7 yds. deep and on the same side of the field as R, but not nearly as wide. Count the K players and acknowledge R’s count signal. Remind the defense to avoid direct contact with the snapper. 33

• • • • • • B

• • • • • • • •



• • •

• H& L

Identify players in the game under the numbering exception, and know who is eligible. Insure that the snap is legal. At the snap watch for contact on the snapper and holding by the interior line. Be alert for R players trying to use “leverage,” e.g., jumping on teammates to try to block the kick. Assume secondary responsibility for knowing whether a blocked kick crosses the neutral zone. In the event of a fake, block or scramble toward the side where R lines up, assist in determining the forward progress spot. If the kick is touched by R in or behind the neutral zone, give the “tip” signal. Assume a position on the end line and directly under the upright opposite the side of the wing official who will be joining you (see below). Count the R players and signal. Assume responsibility for the 25 second count. Identify eligible receivers on your side of the formation and announce their numbers. When the ball is kicked, determine whether it passed completely inside your upright Rule on whether the kick passed over or under the crossbar. When the kick breaks the plane of the goal line, or when a kick try obviously fails, blow the whistle to kill the play. If the kick is obviously good, step out from the end line toward the field of play, announcing to your partner that the kick is good by verbalizing “yes, yes, yes.” Do not look at your partner and do not use the phrase “good” or “no good” to rule on the kick. After stepping out, give the “good” signal and hold the signal long enough for R to make eye contact with you and see the signal. If the kick is obviously not good, step out from the end line toward the field of play, announcing to your partner that the kick is no good by verbalizing “no, no, no.” Do not look at your partner and do not use the phrase “good” or “no good” to rule on the kick. After stepping out, give the “no good” signal and hold the signal long enough for R to make eye contact with you and see the signal. If the kick threatens only your upright, only you should signal whether the kick is good or no good. You partner should make no signal. On a missed field goal that breaks the plane of the goal line, give the touchback signal. On a fake, scramble or blocked kick (except a blocked try), move along the end line toward the corner on your side of the field and officiate the play. Do not move up to try to help with the goal line. Assume responsibility for the end line in your ½ of the field. After the kick is over, if necessary, secure a new ball for the next play.

IF YOU ARE THE WING ON THE SIDE R LINES UP ON: • Assume a position on the end line directly under the upright on your side of the field. • Count the R players and signal. 34

• • •

• •

• •

Identify eligible receivers on your side of the formation and announce their numbers. When the ball is kicked, determine whether it passed completely inside your upright. If the kick is obviously good, step out from the end line toward the field of play, announcing to your partner that the kick is good by verbalizing “yes, yes, yes.” Do not look at your partner and do not use the phrase “good” or “no good” to rule on the kick. After stepping out, give the “good” signal and hold the signal long enough for R to make eye contact with you and see the signal. Coordinate your signaling with B so that you both go up at the same time, and both come down at the same time. If the kick is obviously not good, step out from the end line toward the field of play, announcing to your partner that the kick is no good by verbalizing “no, no, no.” Do not look at your partner and do not use the phrase “good” or “no good” to rule on the kick. After stepping out, give the “no good” signal and hold the signal long enough for R to make eye contact with you and see the signal. If the kick threatens only your upright, only you should signal whether the kick is good or no good. You partner should make no signal. On a fake, scramble or blocked kick (except a blocked try), move along the end line toward the corner on your side of the field and officiate the play. Do not move up to try to help with the goal line. Assume responsibility for the end line in your ½ of the field.

IF YOU ARE THE WING OPPOSITE THE SIDE R LINES UP ON: • Assume your normal position on the line of scrimmage on the sideline. • Pick up R’s count and make sure there are 7 on the K line. • Insure that the snap is legal and there are no false starts or encroachments. • Visualize the blocks on the corner on your side and watch for holding or tripping by the wingback. • On a try or short field goal, once the ball is kicked and not blocked, move in to the field to help prevent any scuffles on the line. • On a long field goal, once the ball is kicked and not blocked, move downfield to officiate the play in the event the kick threatens the goal line. You are primarily responsible for determining whether a kick which was grounded in the field of play eventually broke the plane of the goal line. • You are also responsible if a blocked kick which crosses the neutral zone is touched by either K or R beyond the neutral zone. Use a beanbag to mark first touching by K. • If the kick is blocked, you are primarily responsible for knowing whether the kick crossed the neutral zone. • If there is a runback of a blocked kick, assist R by assuming responsibility for your sideline all the way to K’s goal line, and for the returner’s forward progress on your ½ of the field, including K’s goal line. • If there is a fake or scramble, you are responsible for the R goal line on your ½ of the field and for your sideline all the way to the R end line. • On a try or field goal attempt inside the 5 yd. line, when there’s a fake or scramble, move immediately to the goal line and then officiate back toward the ball. Use 35

normal goal line mechanics. ALL

• • • •

On field goals, verbalize to one another that the ball remains alive if the kick is blocked. If the ball is kicked on a try, kill the play as soon as it is obviously unsuccessful. Remember to treat a field goal which crosses the neutral zone as any other scrimmage kick. If there is a foul, know whether it occurred during a kick, or during a return of a kick.

 

36

Chapter 6: Officiating the Running Game At the high school level, running plays on scrimmage downs outnumber passing plays by better than 2-1. Therefore, a complete understanding of what it takes to officiate the running game is crucial to the success of any officiating crew. This chapter of the Manual takes the crew from its pre-snap responsibilities through identifying and reading keys at the snap, to the actual officiating of the running play and its aftermath. Pre-Snap Responsibilities One of the biggest mistakes inexperienced officials make is failing to take advantage of the time between downs. There’s a lot to be done. If these tasks don’t get accomplished, it doesn’t matter how well you officiate while the ball is alive. Sooner or later the crew will get burned. Do not let your attention wander. The time between downs before the ball is snapped is a time of intense concentration, just like the seven seconds or so that the average football play lasts. The members of the crew should concentrate on the following responsibilities in this dead ball interval: R

• • • • • •

• • •

Assume a position 12-14 yds. behind the line of scrimmage on side of the QB’s passing arm, adjusting depending on how deep the deepest backfield player is. Be no wider than the tight end. Adjust your position so that you can see the ball snapped and also have a view of the far offensive tackle. Check the clock to make sure it is doing what it is supposed to do. If the clock starts on the snap, make a mental note of the time so that it can be reset if there is a false start and the timekeeper inadvertently starts it. Signal the number of the next down and announce the down. Mark the ball ready for play by blowing the whistle and making a signal clearly visible to the timekeeper(s). It is not necessary to be at or near the line to do so; in fact, for many reasons it is preferable to keep some distance from the line. Make sure the huddle is not blocking the timekeeper’s line of sight to you. Once the ball is marked ready for play, do not turn your back on the line of scrimmage. If it is necessary to move to your position, do so briskly. Don’t walk. Be alert for substitution infractions by A or K, i.e., replaced players failing to leave the field within 3 seconds. Count the A or K players and signal your count with a closed fist held out in front of 37

• • • • •

U

• • • • • • •

L& H

• • • • • • • • • •



you at shoulder level if the count is correct. Develop crew signals for an incorrect count. It is not necessary to hold the signal until the snap. Just hold it long enough for U, H and L to see it. Get the count and make your signal as early as possible. Before A or K breaks the huddle is ideal. As A approaches the line assume a position with knees bent, leaning slightly forward, and the whistle out of your mouth. Check for the number of backs, the one-second count after the huddle or other shift, snap irregularities, and the movement of linemen. Determine whether the offense is in an unbalanced line. Develop a crew signal to alert the rest of the crew to an unbalanced line and the possibility that a player with an eligible number might be ineligible by position (covered). Remain over the ball until R releases you, either with the ready for play signal or some other gesture. Count the A or K players and signal to R to confirm his count. Observe R announcing and signaling the down, and if there’s a conflict in the down, shut the play down and address it. Assume a position 4-7 yds. behind B or R’s line of scrimmage and out of the way of any defensive players. Do not be any wider than the defensive tackle. Make sure you are in position to see the ball being snapped. Determine that A has 5 players 50-79 on the line, or identify K players in the game under the numbering exception. Develop a crew signal to indicate there are exceptions to the numbering requirements. Check for false starts, snap infractions and disconcerting signals by B or R. Assume an initial position on the line of scrimmage and off the field. Clear your sideline of obstructions and make sure the teams are in the team box and the coaches in the restricted area in front of the team box, and not on the field. Check the box and signal the number of the next down. Verbalize distance to line to gain to remind yourself. L must know clock status at all times. If the game clock starts on the snap, know the time in case the game clock must be reset following a false start. Identify eligible receivers on your side of the field. If the offensive formation is unbalanced, identify any offensive player with an eligible number who is ineligible by position, i.e., “covered.” Pick up R’s signal for the count to insure there are 11 players on offense. Use an extended arm pointing toward the backfield to indicate that the widest player on your side of the field is off the line. Hold this signal until the ball is snapped. If the formation changes because of a shift or motion, drop the arm at the time the widest player is no longer off the line. Do not signal if the closest player is on the line of scrimmage. If the two widest players are both off the line, use the arm which is not extended to 38

• • • • • B

• • • • • • • • • •

ALL

• • •

point straight up and extend two fingers to signal “two”. Once the number of players off the line has been determined, rule on whether the offense has the required 7 on the line of scrimmage. If not, this is a foul at the snap. Be alert for substitution infractions by A or K, i.e., replaced players failing to leave the field within 3 seconds. If a player goes in motion away from you, be prepared to rule on whether he started toward the line prior to the snap. Maintain this responsibility even if the player reverses his motion and is actually coming toward you at the snap. Be alert for illegal motion or illegal shifts from players on your side of the formation. Be alert for false starts and encroachment. Assume a position 18-20 yds. behind the defensive line of scrimmage. Always be deeper than the deepest defensive back. Recognize the strength of the formation and signal and/or verbalize the strong side to the wing officials. Adjust your position for wide side of the field and strength of formation. Never line up in a side zone. Check the box and signal the number of the next down. Verbalize distance to line to gain to remind yourself. Count the players of B or R and signal your count to L and H. Assume responsibility for the 25 second count. If the game clock starts on the snap, know the time in case the game clock must be reset following a false start. Identify eligible receivers. If the offensive formation is unbalanced, identify any offensive player with an eligible number who is ineligible by position, i.e., “covered.” Always check the box and the other crew members to make sure there is agreement on the number of the next down. If there is any disagreement, shut it down immediately, confer, and reach agreement. Always know the line to gain. Always know the clock status and the time of the game clock if the clock is to start on the snap. Reading Keys at the Snap

One of the hardest habits to form is to look at the right things when the play begins. All officials love to watch football. It takes a good deal of discipline to convert yourself from a spectator, whose attention is naturally drawn to the ball, to an official who often ignores the ball

39

(at least initially) and looks somewhere else. But knowing your keys and reading them at the snap is indispensable to good officiating. Reading keys at the snap serves two very important purposes. First, the key tells you whether the play is a run or pass. Secondly, the key will often tell you where the point of attack is, or is going to be. With these very important objectives in mind, we turn to a discussion of reading keys at the snap. Do not confuse these keys with the “keys” that dictate your responsibility on a pass play. These keys at the snap simply serve to indicate whether a play is more likely a run or a pass, and the direction of the play. R

• • • • • • •

U

• • • • • • •

L&H

• • • • • • •

Watch the snap to make sure it is legal. When the ball is snapped, key the offensive tackle on the far side of the formation from your initial position. If the tackle blocks aggressively, read “run.” If the tackle’s block is firing out, more than likely the run is on his side of the line. If the tackle doesn’t fire out, but goes downfield or simply shields a defensive player, more than likely the run is to the opposite side from him. If the tackle sets up or retreats, read “pass.” If the tackle “cut” blocks the man over him, this usually signals a quick slant pass. Watch the snap to make sure it is legal. When the ball is snapped, key the offensive guards and the snapper. If they block aggressively, read “run.” Watch the direction and angle of their blocks to find the point of attack. If you see a double team, that is most likely at the point of attack. If the guards and center set up or retreat, read “pass” and move deliberately up to the line of scrimmage. If the guards and center “cut” block, this usually signals a quick slant pass. Watch the snap to make sure it is legal. If the tight end is to your side, he is your primary key. If there is no tight end on your side, your primary key is the tackle on your side. In each case, your secondary key is the first back on your side. So your progression is “snap, tight end or tackle, back.” If the tackle or tight end blocks aggressively, read “run.” If the tackle or tight end’s block is firing out, more than likely the run is on this side of the line. If the tackle or tight end doesn’t fire out, but goes downfield or simply shields a defensive player, more than likely the run is to the opposite side. 40

• • • • B

• • • • • • •

If your back turns so you can see his back, more than likely the run is to the opposite side. If he heads toward you, more than likely the point of attack is on your side. If the tackle sets up or retreats, read “pass.” If the tight end releases, read “pass.” If the tackle “cut” blocks the man over him, this usually signals a quick slant pass. If there is only one tight end, he is your initial key. If the formation is “double tight,” the tight end on the strong side of the formation is your key. If the formation is “double tight,” and balanced, i.e., no strong side, the tight end on the wide side of the field is your key. If there is no tight end, key the end on either the strong or wide side of the field. If the tight end blocks aggressively, read “run” to that side. If the tight end releases, pick up the wide receiver on your side. If he also releases, read “pass.” If the tight end releases and the wide receiver on your side is blocking, read “run” to the wide receiver’s side. Responsibilities On Running Plays

Once your key tells you that the play is a run, you must react accordingly. The next step is to determine the point(s) of attack. Your responsibilities flow from that. The list of responsibilities that follows governs most running plays. However, a detailed discussion of responsibilities on option plays will be discussed separately, since those plays present special challenges. The responsibilities on a normal running play are: R

• • • • • •



If the run is to your side, find the ball and assume responsibility for the runner while he is behind the line, if he is being threatened. Observe action on the QB after he hands the ball off or pitches it. If the runner is not being threatened, focus on the point of attack to look for holding or illegal blocks. If the run is away from you, move parallel to the line of scrimmage in that direction, observing action behind the play. Don’t be too quick to assume the play is away from you. Watch for a counter or reverse, or the runner reversing his field. If the runner is downed in the field of play, assist in unpiling or spotting the ball only if absolutely necessary. On most plays, simply observe action around the pile, move toward your position for the next snap, and begin your pre-snap duties. Let the other officials handle the ball. If the runner is downed on or near the sidelines, or out of bounds, hustle over there 41

and help clean up. If there are players from the opposing team out of bounds, get all the way into the sideline and escort them out of the area before trouble can start. Don’t come out of the sideline empty-handed. U

• • • • • •

L&H

• • • • • •



• • • •

When the run is to one side or the other of your position, move slowly in that direction, observing the line play and other blocks at the point of attack. If the run ends in a side zone, go at least to the hash mark on that side of the field to spot the ball. Do not be afraid to go outside the hash if necessary. Officiate the play from the inside out, checking action behind the play on runs that break wide or downfield. When the play is run directly toward you, react and adjust to stay out of the way and to be safe. Ordinarily, you should not blow your whistle on the play unless the official with responsibility for the ball carrier is screened and cannot see the ball go down. Determine which of the wing officials has the better view of the forward progress spot and place the ball accordingly. When you read “run,” find the point of attack. If the run is up the middle, or to your side, watch the block of the tackle and/or tight end on your side. Pick up the runner once he hits the line of scrimmage and assume responsibility for his forward progress from then to the end of the play. On a very long run, keep forward progress as long as you can, but ultimately hand it over to B if the play breaks really long. Mark the runner’s forward progress by an outthrust foot, and come into the field of play to give that signal. Ordinarily, on a run in the middle of the field, you need come in no further than the numbers on your side. If you don’t have a forward progress spot, i.e., did not see the runner down, you should still come into the field. Mirror your partner’s spot, and communicate to U that you don’t have the spot by standing with your feet spread shoulder width apart instead of showing an outthrust foot. If the forward progress spot is very close to the line to gain, come in as far as you can, to the first body. Don’t jump over or run around players. Stay on the yardline of forward progress. Alert U and R that the spot is close to the line to gain, but do not stop the clock unless you are certain the line to gain has been made. If the run is wide and away from you, slowly move into the field of play, but again, ordinarily no further than the numbers on your side. Observe action behind U and R. Do not watch the ball. On wide plays toward you, observe blocking in front of the runner until the ball carrier is threatened. Once the ball crosses the line of scrimmage, begin moving downfield with it. It is not necessary that you keep up with the ballcarrier. Trailing the play by a few yards is perfectly acceptable (except when the goal line is threatened). If you are in the team box area, on wide plays allow the ball to pass in front of you, and then officiate the play from behind. 42

• • • • • •

• •

B

• • • • • •

• • • •

Outside the team box area, stay on your yardline and retreat as the play heads for your sideline. You’ve got plenty of room without a team standing behind you. If the play moves past you and you officiate from behind it, “square up” the forward progress spot, i.e., move up the sideline to the yardline where the ball was dead, and then move into the field at a 90° angle to the sideline to mark the spot. If you know the line to gain has been reached, kill the clock immediately. Don’t wait until you get to the forward progress spot. L should signal to R that it’s a 1st down. This is easiest for L since he’s looking across the field at the line to gain. When the line to gain has been reached, H should give up his forward progress spot to U as soon as possible and set the chains for the next series. When a runner is down near the sidelines, but in the field of play, step into the field of play and wind the clock twice, so that the timekeeper (and everyone else) knows that the ball was downed inbounds. When a runner is down out of bounds, kill the clock and, if the play went into the bench or sideline area, hold your out of bounds spot and pivot to watch the players out of bounds. Don’t leave the spot unless an altercation breaks out, as B and R will be arriving shortly to clean up. When a runner is down inbounds and beyond the line to gain, do not wind the clock. Just kill it. Winding the clock first sometimes confuses clock operators, and it also improperly consumes time that could prove to be valuable. L should always be prepared to communicate by signaling R as to the status of the clock after a running play. Once you read “run,” find the point of attack. If the run is off tackle or wide, watch the block of the tight end on that side, and/or a wide receiver blocking back to the ball. Do not watch the ball. Move in the direction of the play, but very slowly, as you should officiate running plays “from the inside out.” If the ball is dead in the field of play between the hash marks, be slow to move up as you need to keep enough distance from the pile in order to see the late hits on the periphery. If the ball is dead in a side zone, hustle over to help in cleaning up the play and in assisting in relaying the ball to U for the next play. If the ball is dead out of bounds, you need to really hustle to get over and clean up out of bounds while the wing official holds the out of bounds spot. As you’re approaching the dead ball spot, observe action between you and the spot for dead ball fouls. When you’re cleaning up out of bounds, go well into that sideline and find players of the opposing team. Escort them out of there so that no trouble starts. Don’t come out of the sideline empty-handed. The ball is of secondary importance on such plays. We won’t start the next play without one, so first take care of making sure the sideline is cleaned up of players. On runs that break long, assume responsibility for the runner’s forward progress once the run goes 20 yds. or more, and ultimately, for the goal line. You must always beat any runner to the goal line on a long run. 43



ALL



Never blow the whistle until you see the ball dead in possession of a player. If the whistle doesn’t blow at all on a play, or seems terribly late, that’s OK. It’s better than an inadvertent whistle. Don’t watch the runner if that is not your responsibility under the circumstances. Option Play Mechanics

Just as it takes special skills to run a successful option play, and special techniques to defend against it, officiating the option play presents some special challenges to the crew. Most of the burden falls on the wing officials. It is only by making these mechanics second nature to you, that you can hope to successfully cope with the multiple challenges that option football provides. R

• • • • • • •

Once you see the option play develop, assume responsibility for the QB as long as he is threatened. You have the ball as long as it is behind the line of scrimmage. If the QB pitches the ball, stay with the QB to watch for illegal action on him. Utilize preventive officiating. If the ball is gone but the defensive player engages the QB, be right there talking to him, telling him the ball is gone and to “let go.” Tell the defenders that if they can see the QB’s hands, and the ball is not in them, contact with the QB must be avoided as he is “out of the play.” After you’re sure the QB is no longer threatened, officiate as you would any other play, with special emphasis on getting over to help out if the play goes out of bounds. If the QB turns up the field with the ball and crosses the line of scrimmage, be alert for continuing action on the pitchman, even though the play is going upfield. Many teams coach this and you may need to do preventive officiating to prevent illegal action on him, such as a hold or block below the waist.

U



Officiate as you would any other running play.

L& H

• •

If the play is to the other side of the field, officiate as any other running play. As you clean up behind R and U, pay special attention to the QB if he’s left back there. If the play is to your side, divide your attention between the blocks at the point of attack, and action on the pitchman before he has the ball . Remember, the pitch man can be legally blocked, but he cannot be tackled or blocked below the waist unless he has or pretends to have the ball. Do not pick up the ball until it crosses the line, or is pitched. Hold the line of scrimmage until the ball crosses it.

• • • •

44



You are responsible, on option plays toward you, to rule on: • Whether the pitch was forward or backward. • Whether the pitch was made from behind or beyond the neutral zone. • If the pitch was forward, whether it crossed the neutral zone in flight.

• Once the ball crosses the line, officiate as any other running play, keeping in mind that a downfield pitch is still possible. Remember that if there is a backward pass beyond the neutral zone, it is appropriate to drop a beanbag at the yardline of the backward pass. This is a potential enforcement spot for a foul while the ball is loose. B



Officiate as any other running play, with special emphasis on the block of the tight end and wide receiver on the option side, and getting into the sideline to help clean up wide plays.

ALL



On option plays that involve a dive fake, or a triple option, you must exercise great discipline not to blow the whistle unless you are 100% sure you see the ball down in the runner’s possession. Be as disciplined in your option play mechanics as the players have to be to successfully run or defend the option play.

•  

45

Chapter 7: Officiating the Passing Game Use of the forward pass has increased at the high school level, both in frequency and complexity. It is now not unusual to see teams line up regularly with three wide receivers or a shotgun formation. As the passing game has evolved it is necessary that our mechanics dealing with pass plays evolve with it. The passing game by its nature spreads the field in a way the running game cannot. There are only five officials out there, and we need to resign ourselves to the fact that we cannot see everything and be everywhere. In the passing game more than any other area, that means we must use our mechanics to create priorities and then follow those mechanics to make sure we have the most important things covered. Following the mechanics set out below, there will be special discussions on intentional grounding, determining whether the pass was forward or backward, determining whether the ball was thrown from beyond the neutral zone, and the toughest of all calls, pass interference. R

• • •

• • • • • •

Assume normal position. Go through normal pre-snap responsibilities and reading of keys at the snap. As you read “pass,” retreat as the passer does. Stay wider and deeper than him. If he rolls away, chase him, but not too closely. If he rolls toward you, stay on the throwing side and maintain your relationship with him. Do not let the passer roll across your face. If the passer is not yet threatened, watch the pass protection blocking, with emphasis on the tackles and backs. Be alert for holding, tripping, or blocking below the waist. Also be alert for the defense using head slaps or hands to the face. Once the passer is threatened, focus on him for the remainder of the play. It is vital that you be able to tell whether a loose ball was the result of a fumble or a forward pass. As the passer releases the ball, call to the defense that the ball is gone, so they can let up on their charge. Remain focused on the passer to make sure he is not roughed, but widen your view so that you can tell if contact on the passer is caused by a defensive player being blocked into him. Stay with the passer until he is no longer threatened, then find out what happened to the ball. If the passer decides to run, stay with him until he crosses the neutral zone, then 46

officiate action behind him. U

• • • • •

• • •

L&H

• • • • • • •

• • •

Assume normal position. Go through normal pre-snap responsibilities and reading of keys at the snap. As you read “pass,” begin to move up to the neutral zone, keeping an eye out for short crossing patterns where the receivers might use you to “pick” off defenders. Observe the pass blocking by the offensive linemen, especially the center and guards. Be alert for holding, tripping, blocking below the waist, or chop blocking. You are primarily responsible for determining whether the ball crossed the neutral zone on a forward pass. If the ball crosses the zone as a result of being tipped behind the zone, give the “tip” signal and make sure you know whether it was tipped by a player of A or B. When in doubt, the ball did not cross the zone. You are primarily responsible for determining whether an ineligible was illegally downfield. You are primarily responsible for determining whether the passer’s feet were in or beyond the neutral zone at the time of the pass. When in doubt, the pass was from in the zone, not beyond. On passes over the middle, turn after the pass is gone and try to get a look as to whether it was caught or trapped. If you see it trapped, move immediately to the spot while emphatically signaling the incompletion. Assume normal position. Go through normal pre-snap responsibilities and reading of keys at the snap. As you read pass, check for action on the receivers to your side. Make sure they aren’t being held or blocked illegally as they release on their patterns. If you have two wide receivers or more on your side, be alert for a “pick” play. Hold your view of those receivers a little longer than you might ordinarily do otherwise. Once you have determined it’s a pass play, and you have receivers going downfield, move downfield yourself. It is not necessary that you stay even with the receivers, as B is back there. Just be close enough to rule on the sideline. Ideally, if there are both short and deep receivers in your side zone, you can split the difference between them, moving as necessary once the ball is in the air. If a receiver is running a sideline route, you are responsible for knowing whether he went out of bounds and, if so, whether it was voluntary or involuntary. In either case, mark the spot where he went out of bounds with a beanbag. This tells everyone that you saw it, and are prepared to rule on it. If the receiver went out voluntarily (or involuntarily but did not return at the first opportunity), throw a flag at the spot where he re-enters and participates. If a pass is caught out of bounds on your sideline, signal the incompletion and give the “wave-off” signal, indicating the pass was caught but the receiver was out of bounds. If the receiver ended up holding onto the ball but juggled it as he was going out of bounds, signal the incompletion and give the “juggle” signal. Once the ball is in the air and you can see it is going deep in your side zone, sprint 47



B

• • • • • • • •

ALL

• • •



down the sideline, but don’t watch the ball in the air. Watch the receiver and defender who are the targets of the ball. If you see contact downfield that would constitute pass interference, but are not sure that the pass crossed the neutral zone, throw the flag. When the play is concluded, as you report the foul to R determine whether the ball crossed the neutral zone. If not, pick up the flag and R will give the “disregard flag” signal. Assume normal position. Go through normal pre-snap responsibilities and reading of keys at the snap. As you read “pass,” pick up the action of the wide receivers. If you can see a deep pattern emerging, make sure you are deeper than the deepest player. Keep the action in front of you. If you have two wide receivers or more on one side, be alert for a “pick” play. Hold your view of those receivers a little longer than you might ordinarily do otherwise. Do not get too close to a long pass. You need to keep perspective in order to see all the action. You are responsible for the goal line except in a goal line situation, and unless there are actually receivers in the end zone. If there are receivers in the end zone, you are responsible for the end line. On long passes into a side zone, work in tandem with the wing official on that side to keep the receiver and defenders boxed in. If you see contact downfield that would constitute pass interference, but are not sure that the pass crossed the neutral zone, throw the flag. When the play is concluded, as you report the foul to R determine whether the ball crossed the neutral zone. If not, pick up the flag and R will give the “wave-off” signal. If you do not know whether a pass is caught or not, move to the spot but give no signal. Make eye contact with other officials also converging on the spot. If you all get there and no one calls the pass incomplete, it is a completion at that spot. If you see a pass incomplete, signal the incompletion immediately. But remember, only look where you should be looking. Avoid the temptation to watch the ball in the air, other than to determine where it is going on the field. Nothing will happen to the ball while it is in flight, but a lot could be happening to the players who are potential receivers, defenders, or to the passer. If you watch the ball in the air, you will miss that. If there is an obvious incompletion, don’t overdo the signal. A single wave of the hands across the chest is sufficient. Don’t sell it if you don’t need to sell it. Pass Coverage Responsibilities

Once it’s clear a pass play is developing, L, H and B all have specific initial coverage responsibilities, based on the formation. Those responsibilities are as described below. Note that these responsibilities are only the initial responsibilities. Once the receivers get into their routes, 48

L, H and B must drop into their zones and assume responsibilities for the receivers that enter those zones as the play develops. B makes the initial determination of the “strong” side of the formation that keys the wing officials to their pass coverage responsibilities. The “strength” of a formation is determined by the number of eligible receivers outside the tackle position. The side with the greater number of such eligibles is the strong side. If the formation is balanced, B declares strength to the wide side of the field. If the formation is balanced and the ball is in the middle of the field, B declares strength to the QB’s throwing side. Once the strong side of the formation is determined, initial pass coverage responsibilities depend on the positioning of the receivers in the formation. B is always responsible for the widest receiver on the strong side of the formation. The wing on the weak side of the formation is always initially responsible for all of the receivers on that side of the formation. The initial responsibility of the wing official on the strong side is for the receivers inside of the widest receiver, including backs coming out of the backfield. If there are three receivers on the strong side, then B assumes responsibility for the two widest. Proper recognition of pass coverage responsibilities requires great concentration, since motion or shifting can change responsibilities. The passing game also contains several situations that warrant special treatment. They include intentional grounding, determining whether the pass was forward or backward, determining whether the ball was thrown from beyond the neutral zone, and pass interference. Each of these situations is fraught with peril. Only by religiously following these mechanics can you stay out of trouble on these very dangerous plays.

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Intentional Grounding Only R may throw a flag for grounding. However, there may be times when it is obvious that the pass was thrown into an unoccupied area, but R is unaware because he was concentrating on action against the passer. In such cases, it is entirely appropriate for another crew member to immediately approach R and advise him “there was no one in the area.” At that point, R will determine whether it was action on the passer that caused the errant throw, or whether a flag should be thrown for intentional grounding. This is one flag that can be thrown “late.” If R does throw the flag, the rest of the crew can, and should, offer help when indicated. If R throws a flag for grounding, and another crew member saw an eligible reasonably close to the area, the proper mechanic is for that official to go to R and ask “did you see #81 in the area?” This tells R that the official believes there was an eligible in the area and R must now very carefully consider whether to pick up the flag or not. Generally speaking, picking up a flag in that situation is a good idea, since there is no way an official is going to come to R with that question unless he’s 110% sure there was someone in the area. R should not call grounding unless the passer was under duress, i.e., in danger of getting sacked, or unless this is an impermissible way of stopping the clock in an effort to conserve time. If the passer just has no one open and wants to dump the ball in order to end the play and go on to the next down, he’s given up a down and that’s penalty enough, unless timing is involved. R should also refrain from calling grounding if there is contact against the passer while he is throwing. Any errant pass can usually be considered the result of the contact altering the throw. Finally, R should be very reluctant to call grounding when the pass lands in the field of play and beyond the line of scrimmage. A passer intentionally incompleting a pass in the field of

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play is running a terrific risk that his arm will be hit or the ball will slip out and make an easy target for interception. It is also easy for a ball which lands downfield in a vacant area to be the result of a receiver slipping, or going the wrong way on a timing pattern. Passes Thrown From Beyond The Zone Responsibility for this call usually falls on U, who has stepped up to the line on a pass. The exception is on an option play when the ball is pitched forward near the line. The wing official is responsible for the determination then. R is secondarily responsible for the ruling. He should follow the passer and, if there is a question, stop at the spot where the pass was thrown and look to the box. This is a spot foul, so if there’s a flag down, it better be on the correct side of the neutral zone or it makes selling the call that much tougher. Make sure you know the rule (It’s the position of the passer’s feet, not the ball that counts) and remember, when in doubt, the pass was legal. Forward and Backward Passes Many teams now employ a variety of passes designed to get the ball quickly to a wide receiver, either with a screen or going one-on-one with a defensive back. Often, it can be a challenge to determine whether the pass was forward or backward. The following mechanics are designed to prevent any confusion or hesitation in making this critical ruling. They apply in all situations where the quarterback throws a pass, other than an option pitch. Primary responsibility for determining whether the ball is forward or backward depends on the quarterback’s position at the time of the pass. On a one or two-step dropback, i.e., a pass thrown within a couple of steps of the line of scrimmage, the responsibility for determining the direction of a quick pass to a wide receiver rests with the wing official toward whom the ball is thrown. If the quarterback drops back more than two steps, R must make the call, since by then

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the wing official will probably have started his drop into pass coverage. Similarly, if the passer is in a shotgun formation if the pass is thrown immediately, the wing official toward whom the ball is thrown should make the ruling. If there is delay before the ball is thrown, it’s R’s call. A question which often arises is whether the covering official should “point” the direction of the pass, i.e., give a visible signal that the pass is either forward or backward. If the crew understands and agrees on the responsibilities described in this Chapter, there is no need to point. If the pass is complete, there is no practical significance to deciding whether it was forward or backward, other than possible pass interference or ineligible downfield if the pass goes beyond the neutral zone. If it is incomplete, the covering official tells the world it was forward by signaling the pass incomplete. If the pass was backward and incomplete, the covering official merely continues to officiate. By not blowing the whistle and signaling the pass incomplete, he is essentially telling everyone the pass was backward and the ball remains alive. Either way, the key is making sure that everyone knows whose responsibility it is to determine whether the pass is backward or forward, as well as having the discipline to refrain from blowing the whistle if it’s not your call. If the wing official is going to point at all, the point should only be made if the pass is backward. Pass Interference Without a doubt the toughest and most controversial call or no-call is pass interference. Not surprisingly, enforcement of pass interference rules is also one area in which coaches are most vocal when they talk about a lack of consistency in officiating. The “rules” set out below are designed to bring consistency to pass interference judgments. We can never remove all of the elements of judgment and discretion from this call. But adoption of these philosophies will better enable us to make the same calls every Friday night.

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Actions that constitute defensive pass interference (“DPI”) include, but are not limited to: 1.

Contact by a defender who is not playing the ball and such contact restricts the receiver’s opportunity to make the catch.

2.

Playing through the back of the receiver in an attempt to make a play on the ball.

3.

Grabbing a receiver’s arm(s) in such a manner that restricts his opportunity to catch a pass.

4.

Extending an arm across the body of a receiver thus restricting his ability to catch a pass, regardless of the fact of whether or not the defender is playing the ball.

5.

Cutting off the path of the receiver by making contact with him without playing the ball.

6.

Hooking a receiver with the free hand while making an attempt to get to the ball with the other hand, in such a manner that it causes the receiver’s body to turn prior to the ball arriving.

7.

Waving or holding an arm or hand in front of the receiver’s face in an attempt to block his vision while not playing the ball (“face guarding”).

Commonly observed actions that do not constitute DPI include, but are not limited to the following: 1.

Incidental contact by a defender’s hands, arms or body when both players are competing for the ball, or neither player is looking for the ball. If there is any question whether contact is incidental the ruling shall be no interference.

2.

Inadvertent tangling of feet when both players are playing the ball, or neither player is playing the ball.

3.

Contact that would normally be considered pass interference, but the pass is clearly uncatchable by the involved players. (Note: The NF Code does not include a “catchability” provision in its pass interference rule. However, there is rule support for this interpretation in that pass interference must “interfere with an eligible opponent’s opportunity to move toward, catch or bat the pass.” 7-5-10a. If the pass is clearly uncatchable, then it was not the interference which deprived the player of that opportunity.)

4.

Laying a hand on a receiver in an attempt to make a play on the ball that does not restrict the receiver.

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5.

Contact by a defender who has gained superior position on a receiver in an attempt to catch the ball (“beating him to the spot”).

Of course, pass interference rules apply to the offense as well. Offensive pass interference (“OPI”) is a more serious matter, because it involves the most severe penalty in the book: 15 yds. from the previous spot and loss of the right to replay the down. For that reason, if no other, it should be called sparingly, and only when the action clearly warrants it. Actions that constitute OPI include, but are not limited to, the following: 1.

Blocking downfield by an offensive player prior to touching of a forward pass which crosses the neutral zone, including “picks.”

2.

Initiating contact with a defender by shoving or pushing off, thus creating a separation in an attempt to catch a pass.

3.

Driving through a defender who has established superior position on the field.

Commonly observed actions that do not constitute OPI include, but are not limited to the following: 1.

Incidental contact on a defender’s hands, arms or body when both players are competing for the ball, or neither player is looking for the ball. If there is any question whether contact is incidental the ruling shall be no interference.

2.

Inadvertent tangling of the feet when both players are playing the ball or neither player is playing the ball.

3.

Contact that would normally be considered pass interference but the ball is clearly uncatchable by the involved players.

In addition to these rules, keep the following principles in mind when deciding whether to call pass interference: 1.

If there is any question whether player contact is incidental, the ruling should be no interference. Make it be there!

2.

Defensive players have as much right to the path of the ball as eligible offensive players.

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3.

Pass interference restrictions end for eligible offensive players when another offensive player touches the pass, and for all offensive players when the defense touches the pass. Restrictions end for the defense when anyone touches the pass.

4.

There can be no pass interference on the defense if the ball does not cross the neutral zone untouched. And there can be no pass interference on the offense if the ball does not cross the neutral zone untouched by the defense.

5.

There can be no pass interference on contact that occurs in or behind the neutral zone expanded.

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Chapter 8: Goal Line Mechanics There is no place on the football field where good mechanics will save you, and bad mechanics kill you, like on the goal line. Mistakes which are forgotten in the middle of the field become unforgivable on the goal line. The ability to successfully officiate goal line plays is the hallmark of a superior crew. The only way to consistently get it right on the goal line is to have a thorough understanding of goal line mechanics, and then to practice them with ironclad discipline. Keep a few important principles when studying goal line mechanics: First, the officials who do well on the goal line are invariably those who understand the difference between “hustling” and “hurrying.” The former makes you look good as a crew. The latter invites disaster. On the goal line more than anywhere else on the field you must be decisive, but deliberate. If you have to delay a ruling and discuss it to get it right, don’t hesitate to do so. Secondly, you absolutely can never blow the whistle or make a touchdown signal on the goal line without actually seeing the ball in a player’s possession in the end zone. Never mirror someone else’s signal. Never assume a runner has the ball simply because you don’t see it loose. If it takes awhile to find the ball, that’s fine. Third, communicate with your crew. The last thing you want is conflicting rulings on the goal line. If the ball comes loose, take a moment before you signal possession to make sure no one else has a touchdown. With these overriding principles in mind, here are the mechanics for working the goal line:

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Red Zone Mechanics R

• • • • • •

U

• • • •

L& H

• • • • • •

• •

Assume your normal position and perform normal scrimmage play pre-snap duties. Remind wing officials that we are on the goal line and they must see the ball before making any ruling. Keep in mind that penalties against the defense will be enforced ½ the distance to the goal line. Move quickly to the ball in the event of a pileup near the goal line in order to ascertain the ruling by the covering officials and rule quickly and decisively. If we have to “dig” for the ball in order to determine whether there has been a touchdown, kill the clock. If another official signals a touchdown, take a moment to make sure that there is no problem or a penalty, and then give the touchdown signal to the pressbox. Assume your normal position and perform normal scrimmage play pre-snap duties. On a plunge into the line that ends near the goal line, quickly observe both wing officials to see if they have signaled either a touchdown or ball down clearly short of the goal line. If not, dig for the ball. If, in your judgment, the ball is in the end zone and was not put there after it became dead, and no other official is in a position to rule, indicate a touchdown to one of the wing officials and he will signal the score. The only time you signal a TD on a normal scrimmage play is when there is a loose ball that winds up in the end zone with an offensive player in possession, and you are the official in position to rule on possession of the ball. Assume your normal position and go through your normal pre-snap duties. Make sure your sideline is clear of potential obstructions such as camera operators so that if you have to, you can utilize the goal line extended. Resist the temptation to “pinch,” even when the formation is a tight one. Stay on the sideline at the snap. Remind yourself on every play that you will not blow the whistle or give a signal until you see the ball in a runner’s possession, or otherwise dead. On a ball snapped at the 10 yd. line or inside, and outside the 3 yd. line, drift toward the goal line at the snap and officiate the play from ahead. On a ball snapped at or inside the 3 yd. line, go directly to the goal line at the snap and officiate back to the ball if necessary. On a wide play to your side, do not wait and let the play go past you as you might do in the middle of the field. Instead, get to the goal line and get wider if you have to. Back along the goal line extended as far as you have to for safety reasons, but do not give up the goal line. If the QB rolls out to your side, remember that your first priority is not the line to gain, or the line of scrimmage, or the forward progress spot. The goal line is your first priority and it must be protected at all costs. If you see the ball in a runner’s possession break the plane of the goal line, immediately signal a touchdown, blow the whistle, and come in to the first body 57

• • •



• • • • •

B



• • • • • •

while holding the signal. Do not signal a touchdown from anyplace on the field except the goal line, except in the case of a pass caught in the end zone. If you read “pass,” get to the goal line and wait there until the ball is in the air, then adjust as necessary. On pass plays, stay with your initial key just a little bit longer than usual, since defensive players frequently employ man-to-man coverage near the goal line, and there are more opportunities for conflict between receivers and defensive players. When the formation dictates it, be very conscious of the potential for “pick” plays. On a “fade” pass into the corner, move down the sideline to that corner. If you see the ball incomplete, or caught on or beyond the sideline, signal incomplete immediately. If you see the ball complete make no signal but establish eye contact with B. If he makes no incomplete signal, then both of you go up with the touchdown signal simultaneously. If you see the runner down in the field of play short of the goal line, come in hard in the field of play selling the “short” spot. If you see the ball come out of the runner’s possession short of the goal line, get a beanbag down at the spot where possession was lost in the field of play and continue to officiate. If you cannot find the ball and are not sure whether it crossed the plane, come in “soft” straddling the goal line and communicate with U. Make no signal. If U has to dig for the ball, stay close and when he communicates to you that the ball is in the end zone, signal a touchdown. When there’s a touchdown, move into the end zone to prevent any undue celebration or other activity which might draw a foul. When the ball is snapped outside the 15 yd. line, line up on the goal line. Read pass or run and be aware of receivers getting behind you in the end zone. On a running play hold your position. You are responsible for the goal line. On a pass play, your primary responsibility is the end line and your secondary responsibility is the goal line. Once you drop into the end zone for pass coverage, never move back up to the goal line. Leave that to the wing officials. If the ball is snapped at or inside the 15 yd. line, line up on the end line. Your only responsibility is the end line and a catch or no-catch ruling in the end zone. There is never any reason to line up in the end zone. Always either on the goal line or on the end line. You also have normal pre-snap responsibilities, in particular, counting defensive players and signaling your count to the wing officials, and the play clock. In the event of a pileup near the goal line, assist in moving players out of the way so that U can dig for the ball. On pass plays, stay with your initial key just a little bit longer than usual, since defensive players frequently employ man-to-man coverage near the goal line, and there are more opportunities for conflict between receivers and defensive players. When the formation dictates it, be very conscious of the potential for “pick” plays. 58





ALL

• •

On a “fade” pass into the corner, move down the end line to that corner. If you see the ball incomplete, or caught on or beyond the end line, signal incomplete immediately. If you see the ball complete make no signal but establish eye contact with the wing official on that side. If he makes no incomplete signal, then both of you go up with the touchdown signal simultaneously. When there’s a touchdown, move into the end zone to prevent any undue celebration or other activity which might draw a foul. Verbalize that we are on the goal line before every play. If there is an offensive penalty on a scoring play, remind R that the clock will next start on the snap.

You would also do well to remember that B’s goal line is not the only goal line on the field. Special mechanics are in effect when A snaps from inside its own 10 yd. line, as well. Basic alignment and responsibilities are illustrated on Figures 8-5 and 8-6. Reverse Goal Line Mechanics R

• • • • • •



U

• • •

L& H

• •

Assume normal pre-snap responsibilities and position. Remind all officials that we are in a “reverse goal line” situation. Advise the wing officials that R has responsibility for both the goal line and the end line if the ball is snapped outside the 5 yd. line. Advise the wing officials that they have responsibility for the goal line and R has the end line if the ball is snapped from or inside the 5 yd. line. Adjust your position as necessary to cover the responsibilities described above. If the ball becomes dead in the end zone in possession of the offense or with no player in possession, and the offense is responsible for putting the ball behind the goal line, signal a safety immediately, after insuring that no other official has the ball dead in the field of play. If you think that a safety has been scored, but someone else has the ball dead in the field of play. Kill the clock and confer before making a final ruling. Assume normal pre-snap responsibilities and position. If the ball becomes dead near the goal line, or in the end zone, immediately hustle to the ball so that R can release from the spot and rule on whether there is a safety or not. If there is a pileup near the goal line and no one is making a signal, get into the pile and dig for the ball. When you find it, report your findings immediately to R who will either signal “safety” or the next down. Assume normal pre-snap responsibilities and position. Assume responsibility for the goal line and R has the end line if the ball is snapped from or inside the 5 yd. line. 59

• • • •

B

• • •

ALL

• •

Make eye contact, signal and verbalize with R every play as to who has goal line responsibility. If the ball is snapped from or inside the 3 yd. line, move back to the goal line at the snap and then officiate out from there. If it is not obvious, but you believe the ball is down on or behind the goal line, come in on the goal line, making no signal, and make eye contact with the opposite wing and R before signaling a safety. On plays where the ball is down near the goal line, always hustle in along the line of the forward progress spot and assist R and U in unpiling and, if necessary, finding the ball. Assume normal pre-snap responsibilities and position, except your initial lineup should be a little deeper than normal, since you have more field to cover. Be aware that wing officials will be holding at the line of scrimmage longer on plays where the ball is snapped inside the 5 yd. line, so be prepared to assist in marking forward progress on a long run or pass play. Be ready to move in and assist the other crew members in unpiling people and finding the ball on plays where the ball is down near the goal line. Recognize that we are in a “reverse goal line” situation and verbalize responsibility for the goal line on every play. Remind R that all distance enforcements against A are ½ the distance to the goal line.

Successful goal line officiating can only be accomplished by adopting sound mechanics and then adhering to them without fail. The distances are simply too little, and the reaction time too short. This is where a good crew really distinguishes itself. 

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Chapter 9: Overtime Overtime is an uncommon, but obviously important occurrence. Only about 3% of high school games involve overtime situations. Overtime procedures should be reviewed at halftime in any game that is relatively close at that point. Once the 4th period ends with the score tied, the crew should move smoothly into overtime procedures, as follows: 1.

Instruct the clock operator to set the game clock at 3:00 and begin running it. During this 3-minute intermission, the crew should meet at the center of the field and review overtime procedures and any special rules that govern overtime. There should also be a discussion of any penalties which will be enforced to begin overtime.

2.

If there are penalties to be enforced at the beginning of overtime, each coach should be informed of the enforcement at the outset of the intermission, since that may affect their strategy at the time of the coin toss.

3.

At the end of the 3-minute intermission, R should remain in the center of the field while the remaining crew members should obtain captains as they did at the beginning of the game and bring them to the center of the field. R should face the scoreboard and the captains should have their backs to their respective benches. U should also come to the center of the field and line up with his back to the scoreboard.

4.

The captains should be instructed to line up with the “speaker” closest to R.

5.

R should conduct the coin toss with the visiting team calling the toss. The choices are “offense, defense, or an end of the field at which to play.”

6.

R should then turn the teams consistent with the choices made, having the team that will first go on offense facing the end of the field at which the first overtime period will be played. Indicate the winner of the toss by tapping its captain on the shoulder. Then designate which team that will go on offense first by facing that team’s opponent and giving the 1st down signal. Make sure you are standing on the pressbox side of the captains when signaling.

7.

B should obtain the appropriate game ball and bring it to the center of the field for last minute instructions with the rest of the crew. The crew should then break and take up their positions with the ball marked 1st and goal at the 10, or as modified by any penalty enforcement.

8.

If the score remains tied at the conclusion of each team’s 1st series in overtime, there is a 2-minute intermission before the start of the next series. B should time 61

the intermission and the wing officials should assist in getting their respective teams back onto the field. 9.

During the 2-minute intermission, R should confer with the coach whose team lost the toss at the beginning of overtime and present him with the same options of “offense, defense, or an end of the field at which to play.” There are no further coin tosses.

10.

This procedure should be repeated as necessary until there is a winner.

  The following special principles that govern overtime should be part of the crew’s discussion at halftime, and again during the three minute intermission prior to the start of overtime: •

The offensive team may put the ball in play to start an overtime series anywhere between the hash marks.



If the defense secures possession of a live ball, the ball is dead.



The line to gain is always the goal line. It is possible, however, to be awarded a first down by penalty. For this reason, only the “box” should be utilized during overtime.



Each team is allowed one charged timeout during each overtime period (one series by each team). Unused overtime timeouts do not carry over to the succeeding overtime period.



A field goal may be attempted on any down during a series. If K recovers a field goal attempt beyond the neutral zone after it has been touched beyond the neutral zone by R, K is awarded a new series at the spot of recovery.



Post-scrimmage kick penalty enforcement procedures do not apply in overtime.



If there is a foul during a scoring play under circumstances where, during normal play, the penalty for the foul could be enforced from the spot of the subsequent kickoff at the option of the offended team, that rule does not apply, since there is no subsequent kickoff in overtime. For example, the penalty for a live ball foul by the opponent of the team scoring a TD in overtime must be enforced on the try or not at all.

 

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Chapter 10: Dead Ball Officiating There is more time during a football game that the ball is dead, than when it is alive. The average football play lasts for 7 seconds, but there is at least a 30-45 second interval between plays during most of the game. Add to that timeouts, injuries, intermissions after a score or between periods, and other dead ball intervals, and the need for being a great dead ball official is obvious. This chapter addresses the major dead ball intervals: after scores, timeouts, injuries, and between periods. Some other dead ball intervals are addressed in other places in this manual, e.g., before and after scrimmage downs (Chapter 5), and measurements and penalty administration (Chapter 11). After a Score After a score the crew should meet briefly at the 10 yd. line in the center of the field to discuss any issues, such as the enforcement of a penalty on the succeeding kickoff, or an impending onside kick. They should then break and move briskly to their free kick positions. There is a 1 minute intermission after a score, and B should time this interval. B should also procure the correct football for the free kick. Many teams have a preferred ball for kicking, and the rules permit a change of football for the free kick. Most crews instruct the box man to procure the “kicking ball” and have it ready for B following a score. B should then move up the center of the field to his free kick position. R should note the correct score and the time of the score on his game card in case there is any question. H and L should move to their free kick positions by going up the sideline in order to make sure that the sideline is clear. They should also assist in getting their teams off the sideline and out to their free kick positions in a timely manner.

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Timeouts Some officials apparently feel that they are invisible during charged timeouts. They’re not. How you conduct yourself during the timeout interval reflects on your professionalism as a crew, as much as anything else you do on the field. During the timeout there is often nothing for fans, players and some coaches to do other than observe the officials. You can vastly improve your crew’s image by conducting yourself appropriately during the timeout interval. First, remember that charged timeouts can only be called by a player or the head coach. Learn to anticipate the situations in which a timeout is likely and don’t delay in killing the clock. When a player calls a charged timeout, notify R by telling him the number of the player and the team that called the timeout: “#34 on Blue requested a timeout.” R will then give the proper signal, indicating which team called the timeout. At that point B should begin timing the 60 second timeout. During the interval, all officials should note the timeout on their game cards and signal one another how many timeouts each team has remaining. If there is disagreement, meet and confer about it, and make sure it’s settled by the end of the timeout. When a team has one timeout remaining, the wing official on that sideline should so notify the coach. When a team has exhausted its timeouts, R should insure that the coach is notified of that fact, and all members of the crew are admonished to “not acknowledge” a timeout request from that team. During the interval R and U should confer and agree on not only the number of timeouts remaining, but the down and distance. Meanwhile, H and L should take up positions between the ball and their sidelines and be alert for substitutions during the timeout. B should notify R at the 45 second mark. R will then notify H and L, who will inform their respective sidelines that the ball will be marked ready for play in 15 seconds. H and L (or R and U if the coach comes into an on-field huddle during the timeout) should continue to admonish the coach that the

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timeout is expiring and the ball will be made ready for play until the teams respond. At the conclusion of the timeout, R and U should confirm that each team is ready to play. R should then make eye contact with all officials, announce the down and distance, and mark the ball ready for play, with a dead clock. Officials should not huddle together during timeouts. If you need to check something with another official, hustle over, get it done, and get back to your position. If both teams are ready to play before the expiration of 60 seconds, there’s nothing wrong with starting early. However, be sensitive to whether the game is on radio or TV. If so, try to make all timeouts the full 60 seconds. Injuries With a few exceptions, officials’ duties during injury timeouts are similar to their duties during charged or TV timeouts. R should monitor the player who is down with the injury to determine if additional assistance in the form of medical personnel or an ambulance is necessary. R should also insure that the injured player is completely clear of the playing area before the ball is marked ready for play. A player down on the sideline, even if he is out of bounds, represents a potentially unsafe situation, and play should not be resumed until the player can be moved to a position of safety. The wing official on the side of the injured player’s team should note the player’s number and then insure that the player sits out at least one play as required by the rules. In the event a possible concussion is involved, R should inform the head coach that the player is being removed from the game due to concussion like symptoms. Re-entry of the player thereafter is the responsibility of the team’s coaching and medical staff.

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It is generally a bad idea for members of the officiating crew to participate in the care of a player who is apparently injured. Tell the player to “stay down,” summon assistance from the coaching staff and medical personnel, keep the other players away from the area so that the medical personnel can do their jobs, and observe. In a life threatening emergency, an official who is properly trained, such as an EMT or physician, or one who is certified in CPR, can assist as needed. In circumstances where attending to the injured player will require extensive dead ball time, consider allowing the teams to go to their sidelines rather than stay in the middle of the field. Intermission Between Periods There are three “period ending” sets of mechanics to master. The first describes procedures to be followed at the end of the 1st and 3rd quarters, when we change ends of the field. The second describes the procedures for ending the 2nd quarter and the halftime intermission. The third is covered in Chapter 9 dealing with overtime. Dealing with the quarter change is one of those things which seems so routine it is easy to get lulled into a false sense of security. But having things go wrong there is as difficult to recover from as it is unnecessary. By following these procedures, your quarter changes will be smooth and efficient. Quarter Change Mechanics R

• • • • •

If you are facing the scoreboard at the end of the period, assume responsibility for the clock and determining whether the period ended before the ball was snapped. Signal a time out at the conclusion of the quarter. Make a written record of the down, distance and yardline of the ball. Confer with U and verbalize the down, distance, yardline of the ball, whether the ball is pointed in toward the goal line or out toward the 50, and the teams’ timeout situations. Step off the distance to the nearest yardline, if necessary. 66

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U

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H

• • • • • • •

L

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B

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Confirm where on the field the ball will be placed for the start of the next period, e.g., opposite hash, left upright, etc.. If the ball is very close to the line to gain at the end of the quarter, perform a measurement and then move the chains downfield yourself to the succeeding spot for accurate placement of the ball. Jog downfield with U to the succeeding spot. After being notified by B that 45 seconds have elapsed, notify both teams that the ready for play signal is imminent. After checking with all other officials, especially L, and being told by B that 60 seconds have elapsed, announce the down and distance and mark the ball ready for play, with a dead clock. Make a written record of the down, distance and yardline of the ball. Confer with R and verbalize the down, distance, yardline of the ball, whether the ball is pointed in toward the goal line or out toward the 50, and the teams’ timeout situations. Confirm where on the field the ball will be placed for the start of the next period, e.g., opposite hash, left upright, etc. Take charge of the ball. Jog downfield with R to the succeeding spot. After R marks the succeeding spot, place the ball there and stay over it until the ready for play. Make a written record of the down, distance and yardline of the ball, and the location of the clip. Verbalize to the chain crew the down, distance and yardline of the ball, and the location of the clip. Reverse the ends of the line to gain equipment. Proceed downfield to the yardline on which the clip is located. Place the clip and instruct the chain crew to tighten the chain on both ends. Place the box after R and U have placed the ball. Check R and U’s placement to make sure it agrees with your record. Signal R that you are ready by indicating the number of the next down. Make a written record of the down, distance and yardline of the ball. Move downfield and stand at the succeeding spot on your sideline. If R and U do not place the ball at that spot, bring it to their attention and confer until there is agreement. Assume regular timeout duties for the remainder of the interval and be prepared to notify your team that the ball is about to be marked ready for play. Remind R that the clock is dead. If you are facing the scoreboard at the end of the period, assume responsibility for the clock and determining whether the period ended before the ball was snapped. Make a written record of the down, distance and yardline of the ball. 67

• • • ALL

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Move downfield and stand at the succeeding spot. If R and U do not place the ball at that spot, bring it to their attention and confer until there is agreement. Time the interval and notify R when 45 seconds and then 60 seconds have elapsed. Assume regular timeout duties for the remainder of the interval. Make a written record of the down, distance and yardline of the ball. Once the ball is placed at the succeeding spot, check to make sure it conforms to your understanding of where the ball should be. Once the chains have been placed, check to see that their placement conforms to your understanding of where they should be. Notify R that you are ready.

Halftime Mechanics Once time elapses in the first half, the officials should meet at the ball. R should signal the end of the half by raising the ball over his head, once it has been determined that there are no timing errors that need to be corrected. If there are any penalties that will be enforced at the start of the 3rd quarter, discuss them and make sure everyone is on the same page with the enforcement. The wing official on the side of the team that does not have first choice to start the second half should ask the coach which goal he chooses to defend, on the assumption that the team with first choice will always elect to receive the 2nd half kickoff. Wait until the teams are all the way off the field and then R should signal the clock operator to begin timing the intermission. B should also set his watch to time the intermission. Retreat to your locker facility as a group. Attend to any personal needs in the first 5 minutes or so and then re-assemble as a group to discuss any unusual plays or circumstances that occurred in the 1st half, or are likely to occur in the 2nd half. If the game is close, review the overtime procedures. Keep an eye on the clock and time it so you can be back on the field with a minimum of three minutes remaining on the intermission clock. Observe the teams re-enter the field and talk to the coaches as necessary. Insure that the clock operator properly times the 3:00 minute warmup interval. The formal coin toss procedure is not repeated to start the 2nd half.

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B should procure the appropriate game ball and the crew should meet in the center of the field just as before the opening kickoff. Insure that the clock is at 00:00 and break to kickoff positions.

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Chapter 11: Game Administration Administering the game is one of the crew’s most important functions. It’s the aspect of the game no one notices if it’s done properly, and everyone sees if it’s not. Poor game administration can bleed over into other areas of the crew’s performance, infecting the entire game. Crew Communication More than in any other sport, a football officiating crew must function as a unit in order to keep order and enforce the rules in a game involving 22 players moving at high speed in a large area, intent on violently colliding with one another. Communication, therefore, is vital. Because of the nature of the game, it is often necessary to use signals, rather than voice communications during the game. Each crew should utilize the following signals, or their equivalent: •

Dead ball/live clock – When the clock is stopped because of the ball going out of bounds, incomplete pass, charged timeout, etc., remind one another by giving the “dead clock” signal of arms crossed in an “X” across the chest. It is especially important for wing officials to communicate this to R after a play, as from his vantage point he can’t be sure.



Player count – After marking the ball ready for play, R should signal the count of the offensive players by a closed fist held in front if the offense has 11. U should also count and signal the offensive players. B should count and signal the defensive players. The crew should also have signals for a count less than 11 and for a count more than 11. On free kicks, R, U and H should count the receivers, while L and B count the kickers.



Numbering exceptions – On scrimmage kicks, when players are in the game under the numbering exception, U should signal this to the other crew members so that each can then determine players who may be wearing eligible numbers, but be ineligible by position.



Ball alive – Because the ball becomes dead when a kick try obviously fails, the crew must be reminded that the ball remains alive if a field goal is unsuccessful. Many crews use the “rolling hands” signal to remind one another of this.

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5 gets 1 – When a 5 yd. penalty will result in a 1st down, H should signal U and R to advise them, so that in the event there is a penalty, a quick decision can be made by the offended team whether to accept the penalty.



Wind clock/kill clock – It’s especially important for wing officials to give clear communications when the ball is down near the sideline. If the ball is down inbounds, but near the sideline, the “wind clock” signal should be used to tell the rest of the crew, and the clock operator, that the clock should continue to run. Conversely, the “kill clock” signal is used when the runner is down out of bounds to stop the clock. Note well, that if the runner is down inbounds, but beyond the line to gain, only the “kill clock” signal is used. The covering official should be sure to communicate to R that the clock will start on the snap.



Receivers on/off line of scrimmage – If the widest receiver is in the backfield, that fact is communicated to the rest of the crew by the wing official’s outthrust arm pointing toward the offensive team’s goal line. Hold the point until the snap. If motion or a shift causes the widest man to be on the line of scrimmage, drop the point then. If the two widest players are off the line, develop a special signal for that. Make no signal if the closest player is on the line of scrimmage.



Pass forward/backward – It’s very important that in the event of a quick, lateral pass, that only one official be responsible for determining whether the pass was forward or backward. If that official determines the pass to have been forward, no signal is made. If it’s backward, a quick point with an outthrust arm pointing toward the offensive team’s goal line communicates that fact to the rest of the crew.



Ball tipped/touched – The “tip” signal is given when a forward pass is touched by a B player, removing pass interference restrictions. It is also given when a kick is touched by the receivers near the kicker. It can also be used in other situations, such as when the receivers touch an onside kick before it goes 10 yds., or when a punt returner touches or is touched by a kick, making it a “free ball.”



Unbalanced line – The crew should have a signal that communicates the fact that the offense is in an unbalanced line. This alerts the wing officials and B to look for “covered” players who are wearing eligible receiver numbers, but are nonetheless ineligible by position.



Two sticks – When the line to gain is more than 10 yds., due to a negative yardage play or a penalty enforcement, the entire crew should exchange a signal indicating that the ball must pass “two sticks” in order for a first down to be awarded.

There are other potential signals the crew can use to communicate on the field. Discuss amongst the crew what additional signals are needed, and then use them routinely.

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Getting the Ball Ready for Play Making the ball ready for play includes relaying the ball, spotting it for the next down, and getting the officials to their positions so that they are ready for the next play to begin, and doing all of that in an efficient, professional manner. Officials must cover dead-ball situations before retrieving the ball. There is no hurry to get the ball. Do not leave players unattended while retrieving the ball. Use short (less than 15yard) underhand tosses to relay the ball. Jog toward the receiving official to reduce the distance before making the toss. Do not let the ball touch the ground. R and B should help retrieve a ball that goes into the side zones or out of bounds. U should go outside the hash marks to retrieve the ball as necessary. B should help relay the ball on plays ending in a side zone that gain over five yards. Do not leave players unattended to help with the relay. L, H and U should go downfield as needed to help relay a ball that becomes dead (e.g., incomplete pass) in B’s area. The official spotting the ball should face the official who is marking the forward progress spot before placing the ball on the ground. When needed (e.g., during a “hurry up” offense), take progress from the cross-field official to save time. U should spot the ball the whenever possible. If at all possible, R should not be involved in the relay or the spotting of the ball. This delays the ready for play signal unnecessarily. R should remain some distance behind the line and in a position to give the ready for play signal. Coming up to the line of scrimmage after every play unnecessarily delays making the ball ready for play. The crew should strive to have the ball spotted and all crew members in their positions within 15 seconds after the ball becomes dead.

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Measurements Before describing the mechanics of measuring for a 1st down, some “measurement do’s and don’ts” need to be explored. First, don’t measure when you don’t have to. There are three types of measurements. The first, and most common, is when you are unable to ascertain whether there is a 1st down. The second is when the ball is in the side zone and is so close to the line to gain that you need the chains to bring the ball into the hash in order to make an accurate placement. The third is a “public relations” measurement, i.e., one you perform even though you know the line to gain has or has not been made, but the game circumstances dictate that you make sure one or both coaches knows you got it right. If the situation doesn’t fit into one of these categories, don’t measure. For example, don’t measure when the line to gain is clearly on or across a yard line and the ball isn’t there. We assume that the fields are accurately marked, even though we know in some cases they aren’t. It is not appropriate to measure when you are certain the line to gain has not been made, just to help a coach understand how far his team needs to get on the next down in order to make a first down. Second, never measure after enforcing a penalty. Have the chain clearly marked with tape at the 5 yd. point so you know if a 5 yd. penalty is going to be a 1st down. If it’s 3rd and 15 and you have a 15 yd. penalty, reverse the chains, using the 5 yd. tape, to see if enforcement will result in a 1st down. Third, place the ball intelligently. This is primarily U’s job, although everyone can help in marking forward progress. On a kickoff or punt return, don’t place the ball at the 29-½ yd. line. Mark it at the 30 and you may avoid a measurement on that series. Forward progress means next to nothing on a kick return (or an interception, or a fumble, or a long pass or run).

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Place the ball with some forethought and save yourself some trouble. “Find the line” should be your watchword. Fourth, if the ball is close to the line to gain, don’t move it before you evaluate the necessity of a measurement, if possible. Leave it in the side zone. If U is getting a forward progress spot from a wing official who can’t come all the way to the ball because of congestion, when the play is over hand (not toss) the ball to the wing official with the spot and then look at it to determine if a measurement is necessary. If it’s that close, the wing official, probably L, should be communicating to R and U that the ball is very close to the line to gain. Yell “freeze it,” or “take a look,” or something like that. Finally, don’t kill the clock indiscriminately to determine if a measurement is necessary. There are only two officials on the field who should be killing the clock because the ball is close to the line to gain: R and L. And if you kill the clock, you are going to do one of two things: measure or award a 1st down. Never kill the clock and then have to re-start it without measuring. Once you determine a measurement is necessary, for whatever reason, carry out the mechanics crisply and without wasted effort. Everyone needs to know his job and do it without hesitation. R

• • • • • • • •

Give the official timeout signal and direct H to bring the chains on to measure. Move the offensive players away from the ball. When H calls “ready” and U tightens the chain, determine if it is a 1st down or not. If the ball is in the side zone and the line to gain has not been reached, use the chain to bring the ball into the near hash mark. If the ball has gone out of bounds, place a ball on the sideline at the out of bounds spot and measure against that. If the line to gain has been reached, signal 1st down, release H to return the chains to the sideline, and determine clock status from L. If the line to gain has not been reached, indicate using hand signals the approximate length to go, signal the next down, and determine clock status from L. When all officials are back in their positions and the chains have been placed correctly, signal the ready for play and start the clock, if appropriate.

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U

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H

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L

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B

• •

Move the team B players away so that they will not interfere with the measurement. Wait at the dead ball spot and take the forward stake from the chain crew member who brings it onto the field. When H calls “ready,” stretch the chain tight and put the butt of the forward stake on the ground. Make sure the chain is not stretched “on the diagonal,” i.e., with the clip on the outside of the ball, but the forward stake on the inside of the ball, or vice versa, which results in the chain being stretched across the long axis of the ball. If the measurement is in a side zone and the line to gain has not been made, move into the hash and repeat the procedure so the ball can be accurately placed. After the measurement is complete, hand the forward stake back to the chain crew member and assume control of the ball from B. Check to see that the clip is securely fastened at the edge of the rearmost five yard stripe. Grasp both the clip and chain at that point. Instruct the box man to move the box to the position of the front stake and to retain the same down number. Move the chains onto the field and place the clip at the spot indicated by L. Grasp the chain firmly and call “ready” to U, who will stretch the chain. If the measurement is in a side zone and the line to gain has not been made, move into the hash and repeat the procedure so the ball can be accurately placed. After the ball is placed, if the line to gain has not been reached and the series is not ended, accompany the crew back to the sideline while holding the chain firmly, and place the clip at the appropriate spot. After the ball is placed, if the line to gain has not been reached and the series is not ended, have box man change to the next down. If the line to gain has been made, or the ball is going over to the other team on downs, set the new box spot on the sideline and have the box man switch to 1st down. Signal R that you are ready when the above has been completed. Make sure the team A players are moved behind the spot you will be marking, so that they don’t interfere with the placing of the chains. Move to the “90 degree spot,” i.e., the edge of the rearmost five yard stripe behind the ball and mark that spot with your foot. Take care that your mark is not “on the diagonal,” i.e., such that the chain will have to cross the long axis of the football when stretched. If the measurement is in a side zone and the line to gain has not been made, move into the hash and repeat the procedure so the ball can be accurately placed. You are primarily responsible for informing R of the clock status for the play following the measurement. Go to the ball and assume responsibility for it. Make sure that it is rotated with its long axis parallel to the sideline, and its foremost point at the dead ball spot. Assume a position in front of the ball, holding it in place, such that you will not 75

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interfere with U’s placing of the front stake, nor R’s ability to view the foremost point of the ball and the inside edge of the front stake. If the measurement is in a side zone, the line to gain has not been made, and a new series not awarded, surrender the ball to R who will take it, together with the chain, and move the ball into the hash mark. If a new ball is needed for the next snap, take responsibility for procuring it and getting it to U. Announce prior to the measurement what the next down will be after the measurement, e.g., “it’s going to be 1st or 4th.” Know the status of the clock so as to inform R whether the clock starts on the snap or the ready if a new series is not awarded to team B after the measurement. Do not permit team attendants to come onto the field during a measurement unless special circumstances warrant it, such as extreme heat and humidity. Penalty Administration

There is never any excuse for mis-enforcing a penalty. Nor can a mis-enforcement be blamed on a single official, as every member of the crew is responsible for knowing the foul and the proposed enforcement, and speaking up if he thinks the enforcement is wrong. There is also no excuse for standing around while a penalty is enforced. There are enough jobs to go around. A thorough knowledge of penalty enforcement mechanics can save your crew from, at the least, embarrassment, and potentially, from a huge (and unforgivable) mistake. So take to heart the following rules: •

Get the right spot on a spot foul. If it’s your flag and it is a spot foul, make sure your flag is on the right yardline. If it is not, after the play is ended, unobtrusively move the flag to the correct yardline before reporting the foul. If there are two flags on the same spot foul, the officials who threw the flags should confer and agree on the spot, move both flags to the same spot, and then report the foul.



Report the foul to R correctly. Use rulebook language in reporting a foul. That way it is clear and unmistakable. Say “holding” instead of “takedown.” Describe the offending player in terms of his number and whether he is on offense or defense, kicking or receiving team. Telling R the color of his jersey is nice, but not necessary. If it’s a spot foul, report that. Also report the status of the ball, e.g., “while the kick was in flight,” or “on the return.” Finally, if necessary tell R what happened at the end of the play. An ideal penalty report goes like this: “#65 on the offense was holding on the 35. The pass was complete inbounds.”

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Cover the necessary spots. On some fouls there may be as many as four spots on the field that need to be covered: the spot of the foul, the spot where the ball became dead, the spot where the run ended, and the spot where a scrimmage kick ended. If you didn’t throw the flag, cover one of these spots until released by R. Don’t allow a flag for a spot foul to lie unattended on the turf, since some helpful player is likely to pick it up to return it to you. If it’s your flag, and you also have the dead ball spot, call for help when the play is over. Do not leave your spot to report the foul to R until someone covers it.



R should advise the reporting official of the enforcement. “Okay. We’re going to go back 10 yds. from the spot of the foul to the 25 and it will still be second down.” U should get in on this conversation as well. If either U or the reporting official has any concerns about the enforcement as R has stated it, speak up now.



R makes a preliminary signal to the pressbox. While R is doing this, U should procure a captain from the offended team, either to advise him of the enforcement if it is obvious the foul will be accepted, or to get his choice once R gives it to him.



R advises the captain of the offending team of the enforcement or choice. U should listen in to make sure it is explained correctly, and to confirm the captain’s choice. Wing officials need to be aware of what’s going on as well so that they can supply information to their sidelines, including enforcement options and the number of the player committing the foul.



R gives the signal while U enforces the distance. On an accepted foul, R again informs U of the enforcement, then goes to the succeeding spot and gives the signal to the pressbox. Give the signal in a crisp manner, and don’t be lackadaisical about it. After the signal, announce the next down. Meanwhile, U steps off the penalty. Don’t count steps, just go to the proper yardline and put the ball down.



L walks the penalty on the sideline as a safety mechanism. If L and U don’t end up at the same spot after enforcement, stop the game and talk about it to make sure we got it right.



All officials mentally confirm the correct enforcement. If anyone on the crew has the slightest doubt about where the ball ends up, stop the game and talk about it to make sure it was done correctly.



L signals R on the clock status for the next play. As R finishes signaling to the pressbox, he is facing L, who should be telling him to wind the clock on the ready, or start on the snap.



Make a record of penalties. At a minimum, the official who called the foul should record on his game card, the quarter, time, offending player (team and number), 77

whether it was offense or defense, the type of foul, and whether it was accepted or declined. A preferable procedure is to have a special penalty card which is kept by B, who records this information. Having this information available is invaluable when reviewing a game film. Sideline Management The frequency with which coaches and other bench personnel get on the field or otherwise outside the team box has been increasing in recent years. Many coaches now take it as a matter of right that they can do a significant amount of their coaching from a position several yards out on the field. This practice had its origin in the past, as a result of several factors that are no longer applicable: 1. Officials did not work on the sideline. It was common practice for officials to assume an initial position at the numbers or even further onto the field. There were fewer wide formations and less passing. Now however, wing officials are taught to start from a position on the sideline, and to rarely come into the field except at the end of the play. And offensive teams emphasize “spreading the field.” 2. Players were prohibited from coming to the sideline for instruction. Until relatively recently, it was an unauthorized conference for a player to go to the sideline to receive instructions between downs. So coaches arguably had to get onto the field in order to be heard by the players they were instructing. Now, however, coming to the sideline between downs is permitted by rule, and done routinely. Many teams signal plays in from the sideline, eliminating any need to even speak to players between downs. 3. Team boxes were not well delineated. It used to be common for players, trainers, coaches, etc., to crowd the sidelines. A coach had to get out onto the field in order to stand out and be noticed by the players on the field. Now, however, team boxes, including the 2 yd. coaches’ belt in front of the team box, are routinely well-marked. Because of these relatively recent changes, there is no longer any justification for coaches coming onto the field other than to check on an injured player or during a charged timeout. Yet, in many areas, the practice persists. The result is interference with officials working on the sideline and the creation of a climate that encourages disrespect for officials. In fairness to coaches, however, the rule authority needed to put an end to this antiquated practice has existed for a long time, but officials have not enforced it. The result is a patchwork enforcement in 78

which different crews enforce these rules in different ways. Coaches don’t know what to expect, and are frustrated when they essentially face a different set of rules every week. To that end, a standardized sideline conduct enforcement policy is desirable for all concerned. 1. All nonplayers must be in the team box at all times during the game, with the exception of coaches who are permitted in the two yard belt between the team box and the sideline, and except as further provided below. Failure to conform to this requirement results in invocation of the sideline warning procedure. 2. Officials are to work the sidelines off the field when possible. It is the responsibility of players and nonplayers to insure that the two-yard belt between the sidelines and the team box is clear for the officials, to give way to the officials at all times when they are in that area, and to completely vacate the area when the ball is alive. Failure to conform to this requirement results in invocation of the sideline warning procedure. 3. Coaches and other nonplayers must remain outside the sideline during the game, with the exception of charged timeouts, injury timeouts, and intermissions between periods or after a score. Failure to conform to this requirement results in invocation of the sideline warning procedure. 4. The sideline warning procedure, subject to the exceptions described below, is as follows: a. The first occasion of a violation by a team of 1-3 above results in a verbal warning from H or L, who will make a record of the warning on his game card. H or L will report the violation to R, who will note the violation on his game card. b. Upon the second violation by a team of 1-3 above, H or L will throw his flag for a sideline warning. R will give the signal for a sideline warning to the pressbox (S15). There will be no distance enforcement. Both R and the L or H will note the formal sideline warning on their game cards. c. Upon the third violation by a team of 1-3 above, H or L will throw his flag for a sideline warning. R will give the dead ball and sideline interference signals (S7 & S29), and enforce a 5 yd. penalty. Both R and H or L will note the 2nd formal sideline warning on their game cards. d. Upon the fourth and subsequent violations by a team of 1-3 above, H or L will throw his flag for a sideline warning. R will give the dead ball, sideline interference and unsportsmanlike conduct signals (S7, S29 and S27), and enforce a 15 yd. penalty. Both R and H or L will note the formal sideline warning on their game cards.

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Whenever a 15 yd. unsportsmanlike conduct penalty is assessed against a nonplayer, the referee will notify the nonplayer and the nonplayer's head coach that a second such penalty against the same nonplayer will result in disqualification for the remainder of the contest. Pursuant to IHSAA policy, any unsportsmanlike conduct foul assessed against a member of a coaching staff or administration shall be the subject of a written report to the applicable Assistant Commissioner within 48 hours of the conclusion of the game. The sideline warning procedure does not apply to the following situations: 1. A coach coming on the field to protest an officiating decision or argue with an official. 2. Contact between an official and a nonplayer on the field during a play, whether intentional or inadvertent. 3. Contact between an official and a nonplayer in the restricted area while the ball is alive, whether intentional or inadvertent. 4. Excessive protesting, personal insults, or profane remarks directed at officials from anyplace on the field. These situations always result in a 15 yd. penalty without need for a warning. With the exception of #3, the foul is for unsportsmanlike conduct, with all that entails. Controlling Altercations Football is an intense game that often involves violent contact between participants. As a result, altercations can occur. Our job is to utilize preventive officiating to prevent an altercation from ever happening if possible, to minimize the size of any altercation that does occur, and to appropriately penalize violations of the rules. These mechanics are assigned to accomplish those objectives. 1. When players begin an altercation, attempt to stop it immediately. If this involves leaving a dead ball spot, the ball, another penalty flag, or any other duty, that’s fine. Controlling the altercation before it escalates is your top priority. Try to keep the players in the game.

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2. Be mindful of your safety. The players have pads and helmets. You don’t. Don’t step between players who are involved in a physical confrontation. 3. Do not intervene physically in an altercation. If it has not yet reached the physical stage, you can get between the players. But do not grab or push the players. 4. If you are unable to stop the altercation, make sure you have the numbers of the players involved and then concentrate on making sure it doesn’t spread. Specifically, it is vital that any altercation be limited to the players on the field, and not involve substitutes or nonplayers. 5. If the altercation happens in the middle of the field, the wing officials should turn their backs on it and face their sidelines, preventing anyone, coach or player, from entering the field. B, U, and R should handle the problem on the field. Record the number of any substitute leaving the bench area and entering the field, regardless of whether they are combatants or peacemakers. 6. Do the same with a description of any nonplayer who leaves the bench area. 7. If the fight occurs in a side zone, and that wing official is involved in trying to control it, B should assume his duty of keeping substitutes and nonplayers off the field. 8. If an altercation occurs in the bench area, the far wing should prevent his sideline from coming on to the field. The rest of the crew should be in the bench area concentrating on removing opposing players from the enemy’s bench. 9. After order has been restored, if warranted, send both teams to their benches while the officials confer in the field. Agree on and record all fouls and disqualifications. R should then go to each coach to inform him of the disqualifications and enforcements. 10. Immediately after the game in the locker room, record in writing what happened and who was involved. 11. In the event of disqualifications or unsportsmanlike conduct fouls on nonplayers, the crew chief should prepare the report required by the IHSAA as soon as possible after the game. It should be faxed or e-mailed as soon as possible, with a copy sent to the athletic department of each involved school. Covering Fumbles Crew communication is essential when the ball goes on the ground, and the players are battling to recover it. Well understood mechanics help the crew find the ball, identify the

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recovering team, and smoothly handle the transition to the next play. Each crew member has a well-defined responsibility when there’s a scramble for the ball. •

The covering official has the responsibility of finding the ball and ruling on possession. If the covering official sees the recovery and is 100% certain the ball is dead, he should kill the clock and signal possession, either by holding up a hand with the number of the next down, or by pointing toward the goal line of the fumbling team if the opponent recovers.



If there is a pile and possession is not crystal clear, the nearest official must dig for the ball. He should utilize preventive officiating by telling the players that they must stop because the play is over.



The next official in should stop the clock and then assist in keeping other players from joining the pile and, eventually, getting players off the pile.



All officials should make sure other players don’t join the pile, and that the players on the pile stop battling and unpile. Both the whistle and voice commands can be utilized.



One of the chief dangers on this type of play is that the officials will become confused as to which team is going in which direction, and a hasty point will then have to be reversed. The remedy for this is to have only one official point. If we’ve had to dig for the ball, only R should point the recovery, which will be communicated to him verbally by the covering official. Having only one official point the recovery dramatically reduces the chances of making an error.



If the fumbling team recovers possession and the clock was stopped to determine who had the ball, R should get the game clock restarted quickly unless there is a reason for it to remain stopped. R should discuss this with the clock operators prior to the game so that the clock operators understand that the game clock will be started, but the ball has not been marked ready for play yet, so the play clock will not start.

One of the things to watch for on this play is players going to the pile after the ball has been determined to be dead, and pulling opposing players off the pile. This is always at least a “talk-to” and, if done forcefully, should be a dead ball foul for unnecessary roughness. This sort of behavior potentially leads to ill will and retaliation. So it should be prevented if at all possible, and penalized when it cannot be prevented.

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Finally, try to avoid having the crew bunch up around the pile. At least one, and preferably two officials should remain on the periphery to make sure to get any dead ball fouls that occur away from the pile. If the opponent of the fumbling team has made the recovery, B should secure the proper ball for the next scrimmage down. If B is involved in the pile, then the wing official on the sideline of the recovering team should procure the new ball. H should release as quickly as possible to direct the chain crew to their new positions for the ensuing down. All officials should be aware of the status of the clock, and should be prepared to advise R if time needs to be put back on the clock.

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Chapter 12: Philosophy The rules of football supply basic information about what is legal and not legal. Mechanics assist in getting the officials in the right place and looking at the right thing in order to make decisions. The third necessary element in officiating is the employment of the correct philosophy that helps you apply the language of the rulebook to the action you observe on the field. An official who is guided solely by the black and white language of the rulebook is not going to amount to much. Every official needs to have a thorough understanding of the philosophy underlying the rules. Calling Penalties The proper philosophy with regard to calling penalties can be summed up in just three principles: 1. Officiate The Point Of Attack The “point of attack” is the location among the defense where the offense plans to go with the ball either by running or passing. It is the goal of many offensive plays to overwhelm the defense at the point of attack. A play may have more than one point of attack. A football field is 100 yds. long, 53-1/3 yds. wide and contains 22 players, most of them moving at high speed and in contact with one another. Even with five very proficient officials, it is impossible to see everything. So we must be selective about what we choose to see. For that reason, it is imperative to identify the point(s) of attack on every play and make sure we see what we need to see there. If somebody held somebody else far off the ball and it has no effect on the play, we don’t call that. A “talk-to” is sufficient for those instances. We shouldn’t be seeing it anyway if we’re looking where we’re supposed to be looking. The best way to insure that you

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are officiating the point of attack is to rigorously discipline yourself to read keys, as explained in the previous sections of this manual. 2. Make It Be There Most coaches feel that an official can be forgiven for missing a foul that occurred, but not for calling one that didn’t occur. For that reason, don’t nit-pick fouls. Not all contact from behind is clipping. Holding is more than simply having a fistful of jersey. Having a hand on the facemask is not the same as grasping it. The bottom line is that being 90% sure that a foul occurred is not enough. The good official sees the whole play and is 100% sure before the flag comes out. If you hesitate before pulling the flag, you probably hesitated for a good reason. And that usually means that the foul was not clear enough to be called. Even if everyone in the stands saw that runner’s head twist around, if you didn’t see the hand on the mask, you cannot call the foul. 3. Get The Big One Just as we don’t want to nitpick the “maybe” fouls, we definitely want to get all the really big ones. Safety fouls come under this heading. A safety foul such as clipping, facemask, block below the waist, or chop block must be called anytime it occurs, anywhere on the field regardless of its effect on the play. We also strive to be great dead ball officials. We need to get every late hit and every hit out of bounds. For that reason we need to be great “cleanup” officials, getting around the ball, but not too close to it if we’re not the covering official. Stay back far enough to catch the action on the periphery. Finally, we need to recognize the principle of “advantage-disadvantage.” When a player threatens to gain an advantage by fouling, and consequently, put his opponent at a disadvantage,

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that’s where we step in. The momentary grab that would not have been called holding on pass protection must be called when it’s just enough to allow the runner to turn the corner on a sweep. There is no way to write a rule or mechanic that covers all such situations. It is a matter of common sense, with a liberal dose of sound officiating philosophy added. And Now, A Word Or Two About Holding Statistics consistently show that, except for false starts, holding is the penalty called most frequently. It is also conventional wisdom that we could call holding every play. That’s not true, of course, if we apply the principles set out above. Nonetheless, if what is meant is that technical violations of the holding rule occur frequently, all officials would agree with that. So when do we call it? In addition to the principles set out above, keep the following guidelines in mind: 1.

Double teams. A holding call is rarely justified against a player who is part of a double team block. Generally speaking, if a team is willing to commit two players to account for one of the opponent’s, that’s a trade most defensive coaches would be willing to make.

2.

Superior legs. If one player is overpowering another, and driving him back through superior strength, it doesn’t matter if he also has a fistful of jersey, or a hand outside the frame.

3.

Engagement/disengagement. Actually, it is not the holding or “engagement” that makes the foul. It is the inability of a player to “disengage” from the hold and pursue the ball that justifies the penalty. Thus, if a player is making no effort to disengage, holding should not be called.

If we adhere to these principles, we will probably call fewer penalties. But the ones we call will all be good calls, and they will be the important ones. When In Doubt … There are a number of axioms of officiating that will aid your decision-making on the field. These axioms demonstrate the proper philosophy for officiating.

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Remember, when in doubt: •

The use of hands is legal, rather than holding or illegal use of the hands



The contact was not pass interference



The block was from the side rather than in the back



The contact is at the knees or below (for a chop block)



It is a 15 yd. facemask rather than 5 yd.



It is roughing, as opposed to running into



The passer has not intentionally grounded the ball



It is a forward pass and not a fumble, during an attempted forward pass



It is an incomplete forward pass, rather than a catch and fumble



As to “caught” or “trapped,” the pass is incomplete



It is a forward pass rather than backward, when thrown in or behind the neutral zone



The pass is backward rather than forward beyond the neutral zone



A fair catch signal is valid



A player has not touched the ball



The ball has been muffed rather than caught



The runner is held so that forward progress was stopped, rather than a fumble



The ball was fumbled before the runner touched the ground



The original force on the ball has not been expended



It is a touchback rather than momentum



It is a momentum spot rather than a safety



The ball is dead in the field of play rather than out of bounds



The offense has been set for a full second 87



Offensive players are legally on the line or in the backfield



Players are legally in motion



A Team A player has been within 15 yds. of the ball



A departing player has left the field prior to the snap

Take these principles to heart, and the philosophy underlying them will help you enforce all of the rules in the spirit in which they were intended.

 

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