REFEREE SECTION

 

Table of Contents

 

 

I              GAME PREPARATION.. 2

II             COIN TOSS.. 4

III            WHISTLE MECHANICS.. 4

IV           BEANBAG MECHANICS.. 5

V            READY-FOR-PLAY.. 5

VI           KICK-OFF.. 6

VII          TRY FOR POINT FIELD GOALS.. 6

VII          RUNNING PLAY.. 6

IX           PASS PLAY.. 7

X            SCRIMMAGE KICK.. 8

XI           REVERSE GOAL LINE.. 8

XII          PENALTY ADMINISTRATION.. 8

XIII         OVERTIME COIN TOSS.. 9

XIV         TIME OUT PROCEDURE.. 9

XV          LINE TO GAIN SPOT.. 10

XVI         MEASUREMENT.. 10

XVII        DUTIES BETWEEN 1-2 AND 3-4 PERIODS.. 11

XVIII       HURRY UP/NO HUDDLE OFFENSE.. 12

XIX         INJURED PLAYER.. 12

XX          INCLEMENT WEATHER.. 13

XXI         PHYSICAL CONDITIONING.. 13

XXII        MISCELLANEOUS SUGGESTIONS.. 14

App-1    KICKOFF ALIGNMENT DIAGRAM.. 15

App-2    ON-SIDE KICKOFF ALIGNMENT DIAGRAM.. 16

App-3    OPTION KICK TRY & SHORT FIELD GOAL MECHANIC.. 17

App-4    OPTION KICK TRY & SHORT FIELD GOAL MECHANIC.. 19

 


I      GAME PREPARATION

 

A.     Pre-Season

 

1.      Hold pre-season conference (if in a crew system). Suggested agenda is as follows (not inclusive):

 

2.      Goals for the season

 

3.      Overview of Official’s Qualification Worksheet

 

4.      Rule changes for the upcoming season

 

5.      Key points of interest from NFHS Football Guide and other Football related periodicals

   

B.     Pre-game duties (week prior to)

 

1.      Send letter to coaches and athletic director before each game (varsity only).  Sample letters are included in the “Miscellaneous Handouts” section of booklet.  Email is preferred communication media for letters.

 

2.      LINE JUDGE calls AD of home team on Tuesday of game week to confirm time and get the dressing facility location.

 

3.      Prepare “game cards” for Head Coaches/Clock Operator (game cards to include crew and position, as a minimum)

 

 

4.      Manner of dress: there is only one opportunity to instill a favorable first impression.  Arriving at a contest appearing akin to a soup sandwich runs counter to the professional image advocated by the AIA.  Minimum acceptable dress standards going to a contest are:

 

a.            Shirt with a collar (polo or button-down casual).

 

b.            Casual slacks – no jeans or shorts.

 

c.      Casual shoes or boots – no tennis shoes or sandals.

 

d.      Hair/mustaches/beards neatly trimmed.

 

5.      Crew game day Schedule: This schedule is communicated to the crew through the REFEREE.  So, that each member of the crew understands the timing of the crew’s pre-game activities.

 

Kick-Off:

7:00PM

7:30 PM

Crew to arrive at game site

5:15PM

5:45PM

Pre-game conference to begin

5:30PM

6:00PM

Pre-game conference to end

6:20PM

6:50PM

Crew to take the field

6:30 PM

7:00PM

 

C.          Pre-game conference

 

1.         Sets the tone for the crew, cover rules, mechanics, and game conditions, etc.

 

2.      Each REFEREE will have a different approach to the pre-game conference; however, the overall discussion should always address the following general ideas:

 

a.      Reinforce concept of crew operating as a team

 

b.      Pre-game discussion of teams and tendencies

 

c.      Discussion of past unusual plays/situations encountered

 

d.      Game coverage responsibilities

 

e.      Penalty Enforcement

 

f.       Crew Communications

 

g.      Mechanics

 

D.     Pre-Game Outline

 

1.      Meet with the head coaches before the game.  It is the REFEREE’s preference to meet in the locker room or on the field.

 

2.      Pre-game conference with Head Coach:

 

a.      Ensure Head Coach is given a list of officials' names and positions

 

b.      Notify them of the length of half-time intermission

 

c.      Synchronize time

 

d.      Confirm time and location for coin toss

 

e.      Secure names and number of captains.  Make note of speaking captain

 

f.       In presence of the UMPIRE, ask the Head Coach to verify that all players are legally equipped and in compliance with NFHS rules

 

g.      Inquire if Head Coach has any unusual plays or formations

 

h.      Secure name of coaching staff personnel responsible for sideline control of team members

 

i.       Ask Head Coach is choice of options should his captain win the coin toss.

 

j.       Secure team ball/balls

 

k.      Conduct “sportsmanship” discussion

 

E.     Playing Field Inspection: Have the game management correct any hazards on or near the field (consider performing the field inspection upon arrival at the game site to allow greater time to correct hazards)

.

 

F.      Completion of Field Inspection: The REFEREE should confirm with crewmembers to make sure the game will begin on time:

 

1.      LINESMAN: Are the down and distance equipment in working order?  Is the chain crew ready?

 

2.      BACK JUDGE: Should meet with the clock operator on the field/track area or in the press box.  In the event of a timing error, how do we communicate the correction to the operator?

 

3.      LINE JUDGE: Are the each team’s footballs secure, and helpers are ready?

 

4.      UMPIRE: Teams are properly equipped?

 

II     COIN TOSS

 

A.     Five minutes prior to kickoff, REFEREE and UMPIRE enter the field from the home team’s 50-yard line and proceed to middle of field (only when both teams’ captains are present).  REFEREE will face the game clock.  Make sure both teams’ captains are in their respective positions on their 50-yard line - the speaking captains positioned nearest to you.

 

 

B.     The REFEREE signals the LJ and BJ (HL in 4-man crew) to escort captains to center of the field.  LJ and BJ (or HL) stop at the 9-yard marks.

 

 

C.     UMPIRE introduces REFEREE to captains and captains to each other.

 

D.     In presence of UMPIRE, instruct visiting captain to call “heads or tails” before tossing the coin.

 

E.     If coin is not caught, toss again.

 

F.      Once the winning captain is determined, take a step backwards and point to the winning captain by extending both arms toward him.  Then move back to previous position.

 

G.     Have the winning captain choose one of the following options:

 

1.      Receive the ball, or kick.

 

2.      Defend a goal.

 

3.      Defer choice to second half

 

H.     If winner chooses too not to defer and makes a choice, give opposing captain choice of remaining options.

 

I.       If winner defers, place hand on his shoulder, then “clear” toward press box and give penalty declined signal.

 

J.      Opposing captain is the given choice of options, followed by winner’s choice.

 

K.     Place captains in position facing each other with their backs to the goal they will defend.

 

 

 

L.      While facing the same direction as the captain, signal choice by:

 

1.      Swing leg simulating kick

 

2.      Catching motion simulating receiving

 

3.      Point both arms extended toward goal line to indicate “defend a goal” choice.

 

M.     Dismiss captains

 

N.     All officials move to the center of the field with REFEREE and UMPIRE.  Each official note on its game card the results of the coin toss, and second half status.

 

O.     Same mechanics to begin the second half.  Note: Captains are not to be brought out for second half choices until after the mandatory 3-minute warm up.

 

III    WHISTLE MECHANICS

 

A.     Start with whistle in mouth, but let it drop after the snap.

 

B.     Let wings blow the play dead.  This doesn’t mean you can’t blow it dead, just give them the first chance.

 

C.     To stop the clock, use a sharp blast along with the signal to stop the clock.

 

D.     Blow whistle with rapid, short blasts to get attention when it is needed.

IV    BEANBAG MECHANICS

 

A.     When offense has the ball, no need to beanbag behind the line of scrimmage, the enforcement spot is the previous spot.

 

B.     When QB is tackled behind the line of scrimmage, beanbag the spot of where forward progress was stopped while continuing watching the action on the QB.  This mechanic provides a reference to where the succeeding spot will be.

 

 

V     READY-FOR-PLAY

 

A.     Check that other officials are in position, that they are ready, and that the down box is correct.

 

B.     Announce the down (verbal and visual) along with the distance. 

 

C.     If a Quick snap is anticipated (i.e., hurry-up offense):

 

1.      Have UMPIRE stand over the ball until you signal him to move.

 

2.      Do not turn your back to the line of scrimmage if the team is approaching or is at the line of scrimmage.

 

3.      Be in position to observe the snap before giving the ready for play signal.

 

4.      Ensure UMPIRE is in position for “ready-for-play” signal.

 

 

D.     Position yourself 5-8 yards behind the neutral zone when giving the ready for play (chop-in/wind clock) signal.  Sound the whistle and give the signal.  You do not need to be at the ball to do this.  Just be clear of all players.

 

 

E.     Turn toward huddle and hustle near where you want to be positioned at next snap (always looking toward the huddle to observe players entering/leaving huddle).

 

 

F.      Count “A” players in huddle and upon breaking of the huddle.  Give “count” signal to LINESMAN.

 

 

G.     As players break from huddle:

 

1.      Count “A”

 

2.      Be cognizant of down & distance and anticipate what type of play (pass/run) that A may attempt.

 

 

3.      Check formation (this also may give indication of play type).

 

 

4.      Move to final position prior to snap and remain stationary (recommend a stance where knees are slightly bent, upper body leaning slightly forward, weight evenly balanced on both legs, and hands placed on front of thighs for balance – this facilitates smooth, initial first movement depending upon play development).

 

 

VI    KICK-OFF

 

A.     Position in the middle of the field on the goal line.

 

B.     New Mechanic: Clear UMPIRE and LINESMAN who are at the goal line pylon, and wait for BACK JUDGE, and LINE JUDGE to signal they are ready.  With a 4-person crew, REFEREE clears LINESMAN and LINE JUDGE.

 

C.     Blow ready for play whistle while giving ready for play signal (do not turn head away from playing field).

 

D.     If either pylon is threatened, move toward that pylon no closer than the hash mark while remaining on goal line.

 

 

E.     Apply proper “wind clock” and “coverage” mechanics (refer to APP-1 for “wind clock” philosophy).

 

 

F.      Anticipated On-Side Kick (refer to APP-2 for on-side kick alignment):

 

1.      LINE JUDGE moves forward to Kicking Team’s 40-yard line.

 

2.      Both LINESMAN and BACK JUDGE move forward to Receiving Team’s 50-yard line.

 

3.      REFEREE in the middle of field on the goal line.

 

VII   TRY FOR POINT FIELD GOALS

 

A.     (5-man) Position wide enough to clearly see all eleven offensive players, 45 degree angle toward opposite TE, looking into the holder.  Note: After kick, stay with kicker-holder, pick up good/no good signal out of the corner of your eye.  Wait until all action around kicker-holder ceases.  DON’T HURRY TO REPEAT SIGNAL TO PRESS BOX.

 

B.     (OPTION): Position 3 to 5 yards to 45’ degree angle from the kicker holder and align with non-hook goal post.  Responsible for ruling on kick at non-hook post.  The LINESMAN and LINE JUDGE remain on line-of-scrimmage and responsible for action around the kicker/kicker holder (who ever is looking into the kicker holder), OR observe action on snapper and UMPIRE is responsible for hook goal post (refer to APP-3 and APP-4 for option mechanic illustrations).

 

C.     The following two 4-person mechanics are options that the REFEREE may choose to use at his/her discretion, regardless of field position.  The yard lines listed are “recommended” guidelines:

 

1.      15-yars line and in, line up behind kicker looking into holder.  After kick, move to rule on good/no good.

 

2.      Outside the 15-yard line, it's the same position, but responsible for kicker-holder after the kick (shade to LINE JUDGE’S side of field).

 

VII   RUNNING PLAY

 

A.     (5-man) Line up 10-12 yards deep to side of passer’s arm -   outside the TE (or where the tight end would be).  Move inward between guard and tackle if ball is near in bounds spot.  Note: as you move in toward center, go a little deeper and give yourself a wide view.

 

 

B.     (4-man) Take position most advantageous to situation (may go to passer’s arm or wide side of field).

 

C.     Key on tackle on the opposite side.

 

D.     Delay moving immediately and then move behind play to cover runner and action around runner.  If play is between the tackles, do not move.  If play is outside the tackles, run parallel to the line of scrimmage.

 

E.     With a 4-person crew, be in position to help spot the ball.  Note: If 1st down, give signal before handling the ball.

 

F.      With a 5-person crew, the REFEREE should not handle the ball.  Unless it is a long run, the UMPIRE should retrieve the ball while the wing official holds the spot.

 

IX    PASS PLAY

 

A.     Anticipating a passing situation (2nd/3rd and eight (8) yards or longer to line- to-gain), adjust pre-snap position to 12 to15 yards.  Then as the QB moves toward the REFEREE, s/he can be in a better position to observe the QB.

 

B.     Apply “snap, tackle, pass” philosophy:

 

 

1.      Observe legal snap.

 

2.      Observe block of opposite side tackle.

 

3.      As pocket develops, observe all blocks behind the line and then shift focus to passer as he becomes threatened.

 

 

C.     Main responsibility is the QB – DON’T WATCH THE BALL AFTER THE PASS.

 

D.     Solely responsible for QB’s fumble or forward pass call.

 


E.     Solely responsible for intentional grounding.  Ask for help from wings if needed.

 


F.      Determine whether the pass is forward or backward.  Note: the wing officials may rule on 1 or 2 step quick passes toward their sidelines.

 

G.     After the QB has thrown the ball forward, verbalize for all to hear, “Ball is gone.”

 

X     SCRIMMAGE KICK

 

A.     (5-man) Position even with kicker or 3-5 yards in advance of the kicker and wide enough (about 10-12 yards) to see all eleven K players, 45-degree angle toward opposite side TE, on kicker’s leg.

 

B.     (4-man) Position most advantageous to situation.  Be aware that LINE JUDGE’s side is vacant.  Note: LINE JUDGE is still responsible for sideline.

 

C.     When the kicker pre-snap position is inside the 20-yard line move behind the kicker to anticipate a snap over the kicker’s head.   Be in a position to where the play is coming to you.  Rule on goal line when it’s threatened.

 

D.     Observe:

 

1.      Legal snap.

 

2.      Ball possession by kicker.

 

3.      Possible knee on ground by kicker while attempting to gain possession of grounded snap/low snap.

 

E.     Once the ball is kicked, shout for all to hear “ball is gone”.

 

F.      Stay with kicker until action is clear.

 

G.     After kick, move to LINE JUDGE side of sideline and be prepared to “fade” on breakaway kick returns.

 

 

H.     For kicks that sail out-of-bounds on the fly, rotate to where ball was kicked by kicker to help mark in-bound spot.  If you are sure of the inbound spot, initially extend arm upward; then with the same extended arm point at the inbound spot when the covering wing official moves to the spot.  If you do not know, just extend one arm toward the covering wing official, and when he stops, move extended arm downward.

 

 

XI    REVERSE GOAL LINE

 

A.     If ball is snapped inside the 3-yard line – LINESMAN and LINE JUDGE move to goal line as first move.

 

B.     If ball is snapped between the 3-yard line to 8-yard line – R and wing official opposite the REFEREE have goal line responsibility.

 

C.     If ball is snapped outside the 8-yard line – R has the goal line.

 

D.          Pre-snap position is wider than normal.

 

XII   PENALTY ADMINISTRATION

 

A.     After the ball is dead, get full information from the calling official.  Type of penalty, is the spot of the flag a good spot (if not, move flag), offending team, offending player’s number, and color of jersey.  In the event two officials have the same type of penalty and the two flags are in different spots on the field, determine which flag is the best spot for enforcement then ensure that the other flag is moved to that spot.

 

 

B.     Have the UMPIRE get offended team’s captain.

 

C.     For 5-yard, dead ball fouls, unless you have information to give, do not move to where the ball is spotted.  UMPIRE will receive the penalty infraction from the wing officials (NOTE: Wing officials may give the penalty signal to the UMPIRE).  Then, he will give you the type of penalty.   Only once, give the type of penalty signal to the press box as the UMPIRE is marking off the yardage.

 

 

D.     For ALL other penalties, “clear” and give preliminary signal to press box side of field only. 

 

E.     Give captain the options, after choice, confirm with UMPIRE the spot where and the distance of the penalty yardage will be enforced.

 

F.      After the acceptance of the penalty, “clear” and give final signal to the press box.  Then the HEAD LINESMAN steps off the distance on his sideline (without ball), followed by the UMPIRE (with the ball).  NOTE: this mechanic ensures proper enforcement. 

 

 

G.     LINE JUDGE remains at the spot where the penalty is enforced until the ready for play is given.  In the event there is a mistake made with the penalty enforcement, the LINE JUDGE has the spot

 

H.     Verify enforcement before declaring ready for play.

 

XIII  OVERTIME COIN TOSS     

 

A.     Clock operator to re-set the clock with 3-minutes representing the intermission period prior to the first overtime period.  Subsequent period(s), clock operator re-sets clock with 2-minute intermission period.  NOTE: do not start the clock until overtime procedure has been discussed with both coaches.

 

 

B.     There is only one (1) coin toss.  If a second overtime period is required, the loser of the initial coin toss shall be given the first option for the second period.  For additional periods (if needed), the first options shall alternate.

 

C.     The winner of the coin toss shall choose to be on offense or defense, or which end of the field the overtime will be played.

 

D.     The REFEREE indicates the winner of the as referenced herein (II Coin Toss).

 

E.     The captains are then positioned with the offensive team facing the goal in which they will advance, and the defensive captains facing the opposite goal.

 

F.      Standing just behind the captain whose team will be going on offense first, give the first down signal.

 

 

 

XIV TIME OUT PROCEDURE

 

A.     When notified that an authorized “time out” has been requested:

 

 

1.      If requested of you, make mental note of number of player making request and give stop clock signal even though clock may already be stopped as result of previous play.

 

2.      If requested of another official, ensure that clock stops when official signals the clock to stop - make note of time on clock

 

B.     Position yourself clear of players, face Press Box, and give appropriate “time out” signal

 

C.     Give signal toward team requesting time out by extending both arms toward the team asking for the time out.

 

D.     On game card:

 

1.      Note player’s number requesting time out.

 

2.      Note period time out requested.

 

3.      Note time remaining on clock in that period.

 

E.     With Crew:

 

1.      Confirm number of player requesting time out.

 

2.      Confirm down and distance when time out was granted.

 

3.      Discuss game situation when play will resume (i.e., likely play to expect, anticipation of another time out called quickly after next play, hurry-up offense, etc).

 

F.      Have each wing official inform respective Head Coach of remaining timeouts for each team.

 

G.     At 45-second queue from BACK JUDGE (two short blasts on whistle), instruct Wing Officials to summon teams back on field.

 

 

H.     At the 60-second queue from BACK JUDGE (pointing toward REFEREE), signal Ready-for-Play.

 

XV  LINE TO GAIN SPOT

 

A.     When the end of the run spot is beyond the line-to-gain, look toward the LINE JUDGE for confirmation.  If s/he is stopping the clock, then you know it is a first down.  Then stop and give a crisp first down signal  (you need not be on the new succeeding spot line to give the signal).  Once the down box is placed, give start the clock signal if the end of the run was inbounds.

 

 

B.     When the end of the run is near the line-to-gain rod and the LINE JUDGE cannot determine if it is beyond or behind, he/she should give you a signal to “take a look”.  Then move to a position where the ball is between you and the line-to-gain rod to determine if the spot is beyond or behind.  If the spot is behind you should give the next down.  If the spot is behind, give the first down signal as the UMPIRE is stopping the clock.

 

XVI MEASUREMENT

 

A.     While facing the press box, give signal for official’s timeout.  Then give signal to LINESMAN to bring in the chains for measurement.

 

B.     As chain crew and LINESMAN moves toward the ball, ensure all officials are in their appropriate position.

 

C.     Face the Press Box

 

D.     UMPIRE to set chain on visiting team’s side of ball.  Never move the chain over the ball.

 

E.     If short, step away from front rod to have a clear visual path to press box, and signal approximate distance needed for first down.

 

F.      If line-to-gain is made, step away from front rod to have a clear visual path to press box, and give first down signal.


 


G.     If you are using two ball mechanics, leave one ball on the field as you are moving the chains to the hash mark.  The LINE JUDGE will give you the second ball to be placed at the hash mark.

 

XVII  DUTIES BETWEEN 1-2 AND 3-4 PERIODS

 

A.     Make sure the period has expired with no penalties

 

B.     Signal Period has ended by holding ball over head


 


C.     With UMPIRE and LINESMAN, note down, distance, yard line, and location of the ball

 

D.     Hustle to new spot with UMPIRE

 

E.     After ball is spotted by the UMPIRE, confirm with LINESMAN the current status

 

XVIII HURRY UP/NO HUDDLE OFFENSE

 

A.     Do not sacrifice proper preparation to accommodate a team trying to maximize the time on the clock.  Stay in “cruise control” and do not do anything different than you’ve done over the game up to that time.

 

B.     The UMPIRE remains over the ball after he/she spots the ball to prevent a premature snap.

 

C.     Stay away from the line-of-scrimmage.  Before giving the ready-for-play signal and releasing the UMPIRE, make sure all officials are in their pre-snap positions.

 

D.     Assist BACK JUDGE and LINE JUDGE in correct management of the clock.

 

 

 

E.     We should be as efficient as possible with game management and afford each team a reasonable chance to put the ball in play.  But, we should not let any team dictate the “game tempo” to a point of disrupting the proper mechanics of administering the game.

 

XIX INJURED PLAYER

 

A.     All officials should assess the severity of player injuries immediately.  The play should continue until a natural stoppage for minor injuries, but stop the game at once if one senses it’s more serious.

 

B.     It is not the responsibility of the officials to apply medical treatment. 

 

C.     Once the clock is stopped for an injury, make mental note of whether clock will be started on the ready for play or on the snap depending on action prior to the stop in play for the injury. Officials should move away from the area, and allow the medical staff to perform their services without interruption or interference.


 


D.     If the succeeding spot is near the area where the injured player is, the UMPIRE should move the ball to a spot on the same yard line away from the area.  This will discourage any verbal confrontation from the Head Coach.  Once the area is clear of the coach/medical staff and the injured player, the UMPIRE can reset the ball.

 

E.     For liability purposes, officials should never place their hands on the injured player.

 

F.      Head injury: There will be no re-entry to the contest following a head injury, such as if a player was knocked unconscious or seems disoriented, without a written statement from a doctor saying it is safe for the player to do so.  YOU MUST KEEP A COPY OF THE STATEMENT.

 

 

 

 

G.     Cuts/Bleeding:

 

1.      When you see blood, remove the player and be sure the bleeding is stopped and covered.

 

2.      If the bleeding has saturated any part of the uniform that part of the uniform must be changed.

 

H.     One Golden Rule: Always rule on the side of SAFETY first.

 

XX  INCLEMENT WEATHER

 

A.     When dealing with inclement weather, there are no absolutes.  The most important consideration should be the safety of players, officials, fans, etc.  When the likelihood of inclement weather is either forecasted or is imminent, consider the following:

 

1.      As part of the pre-game discussion with game management, discuss the suspension and/or postponement procedures and know where the designated shelter areas are located. 

 

2.      Be proactive and take appropriate action well in advance of expected hazardous conditions, DO NOT WAIT UNTIL IT IS UPON YOU.

 

3.      Ensure that you have clear communication with the press box by way of radio communication using the AD, coach(s), security, etc. 

 

4.      Use the press box (public address announcing) as a resource to communicate to fans that they need to take appropriate safety measures to minimize exposure to hazardous weather.    

 

5.      During the pre-game conference with head coaches, discuss actions that will take place should inclement weather be encountered. 

 

6.      If the teams are directed to leave the field for inclement weather purposes, establish a communication link with the coaches to coordinate when teams can retake the field. 

 

7.      If suspension is forty-five minutes or greater, resuming at a later date should be considered.

 

8.      Prior to resuming play, meet with game management and agree conditions are safe to resume the contest or determine if the suspension should continue.

 

9.      Ensure ample warm-up time is given to the teams prior to resuming play (a min. of 3 minutes to a max. of 10 min.).

 

 

10.    ALWAYS PLACE SAFETY ABOVE THE CONTEST AT HAND.

 

XXI PHYSICAL CONDITIONING

 

A.     Although physical examinations are not required, it is highly recommended that each official have a thorough physical exam annually.

 

B.     While in the locker room prior to the contest, participate in stretching exercises that will stretch the leg muscles (as a minimum).  This activity will help reduce the likelihood of experiencing muscle cramps, particularly on hot, balmy Friday nights where an individual would be more prone to cramping.

 

XXII  MISCELLANEOUS SUGGESTIONS

 

A.     Determine if both teams enter and leave the field at the same location.  If so, ensure that there is an “officials’ presence” at that location when both teams come onto the field, or are leaving the field at the same time for precautionary measures (game management).

 

B.     At half time and end of game, crew meets at one end/corner of field and hustles off the field together.

 

C.     Always hustle; don’t walk when you can run.

 

D.     Don’t discuss game details until the crew is alone in the locker room.  Don’t shake hands on the field.

 

E.     Double stakes (not necessary for REFEREE to be involved).

 

F.      Game flow – Keep the game moving along… a quick pace can eliminate trouble; however, take as much time as needed to get the call right.  Don’t change game flow late in the game.

 

G.     Looking good is not as important as getting it right.  All officials should keep from placing hands on hips, or folding arms in front of chest.  Body language is very important to project a professional image.

 

H.     Make sure shoes are shinned before you arrive at game site

 

I.       Review rules 9 and 10 each week – Penalty enforcement is a crew responsibility that reflects your leadership.

 

J.      HAVE FUN!



App-1        KICKOFF ALIGNMENT DIAGRAM

 

 

 


App-2        ON-SIDE KICKOFF ALIGNMENT DIAGRAM

 

 

 

App-3        OPTION KICK TRY & SHORT FIELD GOAL MECHANIC

 

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App-4        OPTION KICK TRY & SHORT FIELD GOAL MECHANIC

 

 

 

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