UMPIRE MECHANICS 2013



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Transcription:

UMPIRE MECHANICS 2013

Ohio UMPIRE Mechanics: The R has Primary Responsibility for his Crew using OHSAA Approved Standards for FB Officiating Mechanics. Mechanics indicated below are for 5 Man Crews with 4 Man Crew differences indicated with a NOTE. They are minimal as an effort was made to standardize them. They are summarized on the Primary Responsibilities for 4 Man Crews in the lower right hand corner box & Below. Please review the Officiating Tips in the OHSAA Football Manual. UMPIRE PRIMARY RESPONSIBILITIES: 1. Equipment Players and Officials 2. Penalty Enforcement 3. KO Count K (11) 4. FG/Punt/Try Count A (11) 5. Run/Pass Count A (11) 6. Pass Ineligibles 7. Passer Beyond/Behind LOS 8. Pass Beyond/Behind LOS 9. Game Balls Approve Them 10. Legal Snap 11.Try Sound Whistle After Kicked 12. The Expert Rules 1 & 10 1. Ball Handling Mechanics CREW (Ball Exchange): On COP relay the old FB to the SL after there is no threat of a dead ball foul. Do not wait for a new FB to remove old FB to Ball Person. Crew GOAL: 100% Completions. Take extra steps before the underhand only relay. Contenders watch Dead Ball Action while Pretenders are in a big hurry to secure a new FB. We cannot miss a Dead Ball Foul because we are looking for a new FB. UMPIRE: Can hustle into SZ, grab FB, and spot off Back Side or Front Side Wing. You can stay at HM and have R/BJ relay the ball and spot off the near side Wing CREW: decide what works best UMPIRE: Hold & cover FB with a towel during Inclement Weather at DBS. CREW: During hurry-up, play with 1 FB only as much as possible. CREW: During Inclement Weather make shorter relays & run FB in when needed.

CREW: Do not throw FB toward SL so it hits the ground (Looks unprofessional). Ball Persons stay off field entire game. H & V TEAMS: Each team keeps their own FB s on their own SL. 2. Bean Bag Mechanics A. Fumble: Throw blue BB into air at chest level. Throwing BB into air helps prevent inadvertent whistles. When a crew member sees a BB he knows ball is loose & will not sound his whistle. Get BB on correct YL but not at the spot of the fumble. BB s are NOT thrown for interceptions or backward passes behind the NZ. Throw BB on backward passes beyond the NZ.. Momentum (Inside 5 YL): Drop BB at spot of catch or interception. SL: No BB OOB spot on SL (Exception: Fight breaks out down field or OOB) UMPIRE: KO BB in hand think onside kick UMPIRE BB in hand for Onside Kick Mechanics 3. Change of Possession Mechanics Covering Official: Signal New Direction first (2X), then signal TO (2X) Non-Covering Officials: Signal TO (2X) immediately when crewmate signals COP. 4. Coach/Referee Conference Mechanics (COPM) A. Definition: HC wants to review a rule misapplication/misinterpretation (see Rule 3-5) B. CREW: OHSAA REQUIRES NFHS Rule/Case Book and Gold Book (OT) is at the field C. CREW: If HC disagrees with R s ruling, then CREW must secure the 3 Books mentioned above, find the ruling in the book(s) and show the HC. Consequences for NOT following this mechanic is possible suspension of officials for a maximum of 2 years for weeks 1-15 5. Coin Toss Mechanics: A. UMPIRE/LM & LJ/BJ: Escort captains and introduce them to the R. B. UMPIRE/LM/LJ/BJ: Move to 45 YL with Backs to Scoreboard Usually HT is PB SL & VT is opposite. UMPIRE: Move to 45 YL with back to scoreboard. UMPIRE: Step forward while R is talking to the captains. Repeat the Captains call (heads or tails) 2nd Half: Bring 1 Captain each to center of field, secure options, & signal PB. OT: Toss, secure choices, turn captains, & signal PB by pointing to GL.

6. Dead Ball Mechanics ALL (Ball Becomes Dead): Swivel head (2X) & watch players in your area rather than stare at DBS. BE A GREAT DEAD BALL OFFICIAL. Talk to players on the edge of a late hit, but not late enough to call. Be assertive! CREW: Immediately raise your arm/hand to indicate next down. CREW: Referee dead ball action FIRST. Penalize first Dead Ball Hit; it usually stops it. 7. Field Goal Mechanics (FGM) Definition: FG from any YL. (Assume Right Footed Kicker below) NOTE: 4 Man: UMPIRE (GP Uprights). Initial Position (IP): UMPIRE: GP Uprights UMPIRE: Communicate to Crew NO WHISTLE. KEYS: Snap, Snapper, & NO FAKE. Watch Center on Snap. Count 1001 & 1002 on Center (Foul for direct contact within 2 seconds UMPIRE: If fake, stay on EL initially. If FG is short, get to the GL & rule on whether Kick breaks GL Plane. Sound whistle when kick is good or kick crosses GL. UMPIRE: FG is good Both signal & move 2 YDS into EZ; FG is not good & lands in EZ Both officials move 2 YDS into EZ, signal no score ONLY (2X) & then signal TB (2X). 8. 8. Fight Mechanics (Actual Fight) See Gold Book (p.15) 9. 9. Fight Mechanics (Prevention) See Gold Book (p. 15) 10. First Down Mechanics Definition: Close to a first down CREW: If CLOSE regarding first down MEASURE. There are many games where a Crew refused to measure, & then, in eyes of coaches, they could do no right. On synthetic fields & well-marked grass fields, if forward stake is beyond hash & DBS is behind same hash, we will not measure. Too many times we look across field & think that is not even close, and then we bring chains across field -- Wow that was close or is a first. UMPIRE will dig for FB & hand it to Wing official do not throw or toss FB to Wing.

11. Flag Mechanics A. Carry 1 or 2 flags. Black ball Flag only. B. Recommend in front; however, wherever comfortable C. Must be tucked in D. Center-weighted flag only E. Throw flag overhand; never at a player. F. No Spot: Throw flag high into air. G. Spot: Throw flag to corresponding YL. Passer beyond LOS Drop Flag at spot. H. Same Foul: Multiple flags move flags to same spot. Confirm foul & player # & then 1 official signals Prelim to R. I. Unsportsmanlike/Dead ball Personal Foul: Throw flag high into air. J. A non calling official must cover a fellow official s flag on spot fouls. 12. Forward Progress Mechanics: See Ohio Mechanics Manual (The Gold Book)(P.16) 13. Free Kick After Fair Catch/Awarded FC Initial Position (IP): UMPIRE (GP Uprights, Opposite PB side); NOTE: 4 Man: UMPIRE (GP Uprights) CREW: Once kicked identical to FGM. 14. Free Kick After Safety (FKS) Initial Position (IP): UMPIRE (30 YL) NOTE: 4 Man: UMPIRE (K s 20 YL) Once kicked identical to KOM. 15. Fumble Mechanics Covering Officials immediately throw BB. R will stop game clock after 2 seconds if there is no signal from an official regarding possession. If A retains possession, covering official signals next down & R winds game clock immediately along with LJ. Large pileup & officials have to dig. Covering official, who rules team possession, yells team color & closest official signals direction (2X) of team possession, after making sure of proper direction. Stop clock (2X) for COP. 16. Game Management Mechanics: See Gold Book for Crew Mechanics (P.16-17) 17. Goal Line Mechanics (GLM)

Use GLM for Try-Run (2 Pts.) Definition: Ball is on or inside +10 YL. Initial Position (IP): UMPIRE: 7 YDS off LOS inside TE s, irrespective of R s IP. Vary your position laterally. Read & React (R&R1 & 2) Then Flow: 1. UMPIRE: Same as Pass or Run Play. If you are 100% sure it is a TD, & Wing has not signaled TD, run to appropriate Wing & tell him what you saw. The TD call is the Wing s Decision. U: NEVER signal TD. Do NOT spot FB for Try until Captain indicates spot. 18. Hurry-up Offense Mechanics (HUM) UMPIRE: The Sprinter between downs, runs to grab FB & spot it off back side wing. Remember, clock becomes more important than exact DBS unless it is close to a 1st down. Spot FB & move to your IP as quickly as possible. Hustle, But Do Not Hurry. CREW: When A catches or runs with FB, use 1 FB only when spotting for next down. CREW: GOAL for every game is efficient, quick, & accurate FB spotting so A never has to wait for officials other than TO s or 1 st down measurements. 19. Kick Off Mechanics (KOM) Definition: KO - score & time don t indicate Onside KO (KO at 40 YL). NOTE: 4 Man: UMPIRE (K s 40 YL opposite PB SL). Adjust with K s KO. Initial Position (IP): UMPIRE: 50 YL, 2 YDS OOB, & opposite PB with BB in hand (think onside kick). Pre Kickoff: UMPIRE: Jog up SL opposite PB & clear Restricted Area. Signal BJ when ready. UMPIRE: KEYS: 1. R Encroachment 2. Onside Kick 3. First Touching 4. K Initial Contact by R Front Line 5. Read & React.

Run to near hash on 50 YL then STOP-N-Watch K & R. If runner breaks it, you have inside/out responsibility & BJ has GL. 20. Onside Kick Off Mechanics (OKOM) NOTE: 4 Man: UMPIRE at 40 YL UMPIRE: Straddle K s restraining line BB in hand UMPIRE: 2 YDS OOB. Clear restricted area. UMPIRE: Hold at 40 YL & observe 1 st touching, fouls, possession, etc. UMPIRE: Large pileup on onside kick - - dig out FB - - survival of the fittest UMPIRE: Remind K players to stay behind their K Free Kick Line until kick. 21. Pass Mechanics (PM) Definition: Ball between 10YL & + 10YL. A Pass is thrown. NOTE: 4 Man: Wings have all receivers on their side & have coverage over middle of field (with no BJ). Initial Position (IP): UMPIRE: 7 YDS off LOS inside the TE s, irrespective of R s IP. Vary your position laterally. Read & React (R&R1, 2, & 3) Then Flow: UMPIRE: KEYS: 1. Snap 2. Linemen 3. QB 4. Pass 5. Catch 6. Quick Pass No time to get to LOS. 7. Delayed Pass Get to LOS. Delayed Pass Delay slightly & read crossing tight end or possible screen pass to running back directly behind the A linemen. If no threat move to LOS. Check spot when Passer releases ball near LOS with R as he arrives. Be ready to rule on trapped pass behind/beyond LOS. Turn immediately when pass is thrown beyond LOS. Jog to DBS. Shoulders parallel to SL when spotting ball. Move off ball quickly after spotting. CREW GOAL: A Never has to wait for officials to spot ball & move to IP. CREW: STOP-N-WATCH at moment of Judgment You Can See Much Better!! UMPIRE Square off at DBS, swiveling your head (2X) for dead ball action.

22. Penalty Enforcement Mechanics CREW: Report foul as A & B since Offense/Defense change during down. UMPIRE: Penalty Enforcement is yours. Turn to calling official when whistle is sounded. Calling Official: Give Prelim Signal for foul you called after ball is dead. We look STRONG & DECISIVE by giving Prelim Signals ASAP!!! : If 2 officials have same foul, confer, & then 1 signals. After Prelim Signal, he describes to Wing what team did. Calling Official: Be Descriptive more than # 88 held; need info to sell call. 10 Sec. Rule: Simple 5 YD DB Foul Crew GOAL: Mark ball ready w/in 10 seconds. 10 Sec. Rule: Assumes Center has FB & hands it to UMPIRE for 5 YD mark off. UMPIRE: 98% of Penalties we enforce w/out asking because we know the game. The 2% we are not sure, we look at Coach (Wing by his side) to decide. Wing will tell Coach down & distance for both acceptance & declination of foul. Walk or jog off penalty yardage your choice but get it right! UMPIRE: 5 YD walk off close to first down; ask LM to check tape on the chain. NOTE: LM/LJ: Both walk off yardage since 1 can be distracted by Coach/Player question, etc.; UMPIRE check w/ them only after walk off. Do not look at them until you reach SS. CREW: ASK questions NOW-- maybe wrong Pen. Enforcement; not in Locker Room. 23. Pre Snap Mechanics CREW: Hustle to IP once the ball is spotted for next down. UMPIRE: Count A 11 Players & Hold Signal for 2 seconds. Get eye contact. UMPIRE: Count 5 Ineligible A Linemen. 24. Punt Mechanics NOTE: 4 Man: UMPIRE count B 11 Players & Hold Signal for 2 Seconds. NOTE: 4 Man: UMPIRE is responsible for B substitutes in & out of huddle Definition: K lines up in punt formation. NOTE: 4 Man: UMPIRE is downfield with R receivers the same as a 5 Man BJ. Initial Position (IP): UMPIRE: 7 YDS off LOS, inside the TE s; opposite R (ONLY applies on a punt play). Vary your position laterally.

UMPIRE: KEYS Snap, Snapper, Line Play, & then TURN-N-WATCH. If punted 30 YDS or less, Stand-N-Watch players. If punted more than 30 YDS, jog slowly downfield. CREW: If punt is tipped, give the tip signal (2X). 25. Reverse Mechanics (RM) Definition: Ball inside 10YL. Initial Position (IP): UMPIRE: 7 YDS off LOS inside TE s, irrespective of R s IP. Read & React (R&R 1, 2 & 3) Then Flow: 26. Run Mechanics (RUM) Definition: Ball between 10YL & + 10YL. Run occurs from scrimmage. Initial Position (IP): UMPIRE: 7 YDS off LOS inside the TE s, irrespective of R s IP. UMPIRE: KEYS: 1. Snap 2. Linemen 3. POA Blocking 4. Runner Watch interior line play with emphasis on blocking at POA. Action on runner when tackled. Strong voice once ball dead to prevent fouls. Action near runner after tackle. Shoulders parallel to SL when spotting the ball. Move off ball quickly after spotting. 27. Signaling Mechanics: All signaling mechanics can be found in the Ohio Mechanics Manual 28. Third & Fourth Down Mechanics: All third & fourth down mechanics can be found in the Ohio Mechanics Manual 29. Timing & TO Mechanics Crew: When scoreboard clock does not work or is turned off, announce time remaining at 9, 6, 4, & 2 minutes. Once inside 2 minutes attempt to announce the time remaining after every play. Use a very loud voice to communicate to benches.

UMPIRE: Official facing scoreboard rules on snap versus end of period. CREW: Every official MIRRORS every TO (2X) signal every time. CREW: TD, TB, Safety, & Incomplete Pass Signals automatically STOP clock do not follow any of these signals with a TO signal. CREW (Inside 2 Minutes & All TO s): Someone MUST visibly see scoreboard clock was stopped on OOB, incomplete passes, TO s, etc it is that critical. CREW (Team TO): When necessary for several officials to get together & talk, then DO IT. But still keep an eye on your team as needed. CREW (Team TO): Calling official Whistle, signal TO (2X), then point to the team (2X). R signals TO (2X) facing PB, then turns toward that team s GL & points in that direction (2X) with both arms. CREW (Team TO): All 5 officials signal TO s REMAINING for each team to each other & records it. The R will give 2 tugs on the steamboat whistle & point to team when they are OUT of TO s. CREW (Clock Stopped): Give stop signal to R unusual delays in marking ball ready. 30. Try-Kick Mechanics (TRYM) Definition: Try will probably be kicked. (Assume Right Footed Kicker below) NOTE: 4 Man: UMPIRE (GP Uprights) Initial Position (IP): UMPIRE: GP Uprights UMPIRE / BJ: Muddle Huddle: Stand on EL UMPIRE: KEYS: 1. Numbering Exception 2. Snap 3. Snapper 4. NO FAKE 5. Ball Watch action on Center once the ball is snapped. Sound whistle when FB is airborne. UMPIRE: If fake, stay on EL. Try good Both signal & move 2 YDS straight ahead into EZ; Try not good Both move 2 YDS straight ahead & signal no good (2X). 31. Whistle Mechanics: Whistle mechanics are found in the OHSAA Mechanics Gold Book.