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1 COMMUNITY COLLEGE FOOTBALL OFFICIALS ASSOCIATION (THE ORGANIZATION ) 2020 - Supplemental Guidelines And Procedures 7-Man Mechanics (Exceptions) CFO Philosophies Administrative

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Page 1: (THE ORGANIZATION FOOTBALL OFFICIALS ASSOCIATION …theorgtrainingsite.com/wp-content/uploads/2020/05/Supplemental... · I. Prior to Kick Off A. Pre-Game responsibilities - GENERAL

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COMMUNITY COLLEGE

FOOTBALL OFFICIALS ASSOCIATION

(THE ORGANIZATION)

2020

- Supplemental

Guidelines And Procedures

7-Man Mechanics (Exceptions)

CFO Philosophies

Administrative

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“THE ORGANIZATION”

2020 SUPPLEMENTAL GUIDELINES AND PROCEDURES

The intent of this Manual is to supplement the NCAA Rule Book and to reflect “THE ORGANIZATION’S” philosophy in relation to the situations encountered before, during, and after football games. This has been developed to improve the consistency of how these plays and situations will be handled when they occur. Although the 2020 edition of this manual is not a complete rewrite, it has been edited to enhance ease of use and to comply with the evolving football rules, mechanics, and procedures. This Manual is divided into four parts. Part 1: THE ORGANIZATION’s Procedures regarding mechanics and rules applications. This Part is referred to as “Supplemental” and has two sections within it: Section 1: Mechanics Procedures Section 2: Rules Procedures Part 2: Mechanics exceptions to the 2020 CCA Mechanics Manual Part 3: CFO Philosophies of Officiating Part 4: Duties of game-support personnel and ejection protocol

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(I would like to express a large thank you to Jim McGeough for the superb job he did to update the Supplemental Guidelines and Mechanics book for the 2020 season – Dave Curschman)

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Table of Contents

PART 1, SECTION 1 – MECHANICS PROCEDURES PAGE I. Prior to Kick Off

A. Pre-Game responsibilities - GENERAL 7 B. Pre-Game Conference on field – ADMINISTRATIVE 7 C. Pre-game on the Field – NON-ADMINISTRATIVE 9 D. Toss of the Coin – Timelines 10 E. Toss of the Coin – Procedure 10 F. Changing Sidelines 10

II. Free Kicks

A. Free Kick Coverage 11 B. Responsibility for the Kick Prior to Possession 11

III. Scrimmage Kicks

A. Identification of Eligible Receivers 12 B. Coverage for Fake or Broken-Field Goal/PAT 12 C. Unsuccessful Field Goal or PAT 12 D. Blocked Scrimmage Kick 13 E. Other Play Situations During a Scrimmage Kick Play 13

IV. Scrimmage Plays

A. Progress and Sideline Coverage 14 B. Cross Field Mechanics 14 C. Position Prior to the Snap 14 D. Pass Plays – Flank Officials 14 E. Intentional Grounding to Save Loss of Yardage – Communication 15

V. General Game Situations

A. ‘Fade Mechanics’ 15 B. Reverse Fade Mechanics – Change of Team Possession 16 C. GAME TEMPO – Speeding Up the Game 16 D. Team B Opportunity to Counter Team A Substitutions 19

PART 1, SECTION 2 – RULES PROCEDURES I. Free Kicks

A. Offside 19

II. Scrimmage Kicks A. Roughing or Running into Kicker 19

III. Scrimmage Plays

A. Excessive Team B Players 20

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B. Action Near the Sideline or Out of Bounds – Legal Contact 20 C. Legal Forward Pass Play 20 D. Momentum – All Situations 21 E. Pass Interference – Judgment Criteria 21

IV. General Game Situations A. Guidelines on Holding 23 B. Defenseless Player and Flagrant Fouls 25 C. Ruling on Fumbles 25 D. Formation and Alignments Prior to Snap 25 E. Block in Back 26 F. Run/Pass/Option 26 G. No Huddle Vs Two Minute 27 H. Game Clock and Play Clock Timing Situations 27 I. Protocols for Usages of Headsets (O2O) 28

Part 2 – EXCEPTIONS TO 2020 CCA MECHANICS 33 Part 3 – CFO PHILOSOPHIES OF OFFICIATING I. Ball Spotting 35 II. Line of Scrimmage 35 III. Fumbles 35 IV. Defensive Pass Interference 35 V. Offensive Pass Interference 36 VI. Not Offensive Pass Interference 36 VII. Other Passing Situations 36 VIII. Blocking 37 IX. Kicking Play 38 X. Plays at the Sideline 38 XI. Scoring Plays 39 XII. Personal Fouls 39 XIII. Unsportsmanlike Conduct 39 XIV. Game Clock 39 XV. Miscellaneous 39 Part 4 – ADMINISTRATIVE I. Chain-Crew Procedures 41 II. Chain Crew Instructions (for distribution to chain crew members) 43 III. Ball Person Procedure and Instruction (for distribution to ball persons) 44 IV. 40/25 Second Play Clock Summary 46 V. Game Clock Operator Procedures 48 VI. Game Clock Operator Instructions (for distribution to game clock) 49 VII. CCFOA Procedure for Ejections 50

A. Reporting an Ejection During the Game 50

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B. During the Game – Recording Unsportsmanlike Fouls 50 C. Reporting an Ejection – Reports Required after the Game 50 D. Player Actions Which Result in an Ejection 50

IX. CCFOA – Responsibilities of the Area Representative 51

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COMMUNITY COLLEGE

FOOTBALL OFFICIALS ASSOCIATION

(THE ORGANIZATION)

Part 1 – Supplemental

Section 1: Mechanics Procedures

Section 2: Rules Procedures

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PART 1, SECTION 1 – MECHANIC PROCEDURES

I. Prior to Kick Off

A. Pre-Game Responsibilities - GENERAL I. Crew Assignments: Referee:

• Contact other game officials on the crew by Wednesday of that week prior to the game confirming the game time, location of pregame conference and topics for pregame.

All Officials:

• Arrive at game site at least two hours and fifteen minutes prior to the scheduled starting time. Be prepared to participate in the pregame conference. If the Referee is delayed, the Linesman is to conduct the Pre-Game and visit the Head Coaches.

All Officials – General Timelines The timelines below represent the suggested schedule for officials to be used during the season. The referee has the option to request earlier arrival of the crew if he wants an extended pre-game period or other mitigating circumstances exist. (Time represents prior to scheduled kickoff). 2 hours 15 mins Arrive at Stadium 2 hours All Dressed – Begin Pre-game 1 hour 10 mins Crew Leaves Together for Field (or sooner if field is a great distance away) 1 hour Crew On Field Assuming Responsibility for Game Control Referee and Umpire Meet with HEAD Coaches (or meet at team locker room with head coach(es) 75 minutes prior to kick off) 50 mins FJ and SJ Meet with Ball Persons 40 mins Officials Meet with Support Personnel (HL/LJ Chains, SJ/BJ Clock Operators) 22 mins Crew Leaves Field After One of the Teams Goes to Locker Room (Optional) 8 mins Leave Locker Room as Crew. 5 mins FJ/SJ take captains to field (or sooner if field is a great distance away) 4 mins LJ/BJ take teams to field 3 mins 15 seconds FJ/SJ Direct Captains to Mid Field 3 mins Introductions and Coin Toss 2 mins BJ/LJ have teams on field ready to play

B. Pre-Game Conference On Field - ADMINISTRATIVE Referee:

• One hour before the scheduled kickoff, visit each coach on the field or outside the official’s locker room with the Umpire. (or meet at team locker room with head coach(es) 75 minutes prior to kick off) Meet with the head coaches and,

o Give each coach a list of officials and indicate which official will be the ‘primary communicator’ on their sideline.

o Get the names/numbers of their captains. o Notify each coach of the scheduled kickoff time and when we will be coming for their

captains and team.

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o Check with each head coach for any unusual plays or formations. o Secure name of coaching staff personnel who will be responsible for sideline control of

team members and report this information to all officials.

• Inspect playing field and pylons with the back judge.

• Direct game management to remove any hazards on or near field.

• Observe passer(s) and kicker(s) noting which hand or foot they use in throwing/kicking the ball Umpire:

• One hour before the scheduled kickoff, accompany Referee to visit each coach on the field or outside the official’s locker room, (or meet at team locker room with head coach(es) 75 minutes prior to kick off)

• Ask each head coach to verify, in writing, that all players are legally equipped in compliance

with NCAA rules.

• Examine any player equipment about which the coach or trainer has a question of legality.

• Review any questions regarding uniforms in compliance to NCFA Uniform requirements.

• You are the final authority on legality of equipment and compliance with NCFA uniform requirements.

• Upon completion of pregame warm up, present each HEAD COACH with listing of players who do not comply with NCAA equipment rules or NCFA rules regarding uniforms.

• Do not permit players to participate who are not legally equipped or permit the use of any illegal equipment, including eye shields that are tinted or shaded.

Linesman:

• Check line-to-gain equipment when you first enter the field. Linesman and Line Judge will meet the chain crew on the sideline opposite the press box 40 minutes prior to kick off.

• The Linesman will lead instruction of chain crew in operation of line-to-gain equipment.

• Make sure that you have a clip for the chains and tape to mark the 5 yd spot.

• Secure and check the line-to-gain equipment and down markers plus all auxiliary equipment.

• Check whether game management has distinctive vests or jackets for the crew.

• Instruct the chain crew on the operation of the line-to-gain equipment and their duties and responsibilities.

• No less than 8 minutes before scheduled kickoff will leave official’s dressing area.

• Will begin the first half ON THE PRESS BOX SIDE of the field, after half time will move to the side of the field OPPOSITE THE PRESS BOX.

Line Judge:

• Go with Linesman and assist with inspection of chains when you first enter the field, and meet with the chain crew with the Linesman during pre-game.

• Instruct the auxiliary chain crew (if provided) on the operation of the line-to-gain equipment and their duties and responsibilities.

• No less than 8 minutes before scheduled kickoff will leave official’s dressing area.

• Get VISITING team at not less than 4 minutes before scheduled kickoff; and have team at their sideline and ready to begin the game at no less than 2 minutes prior to kickoff. AFTER halftime, LJ WILL STILL BE RESPONSIBLE TO BRING VISITING TEAM OUT FOR 2nd HALF

• Will begin the game on the side OPPOSITE OF THE PRESS BOX and will be responsible for administration of the chains. The second half you will switch to the PRESS BOX SIDE of the field.

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Side Judge:

• Responsible for securing correct time of day and carrying an accurate watch.

• Review starting time and be sure an auxiliary stopwatch is available for clock operator.

• When you first enter the field, observe the punter/receiver drills.

• Meet with and instruct ball person(s) 50 minutes before game time

• Responsible for game timing and game clock.

• No less than 8 minutes before scheduled kickoff will leave official’s dressing area.

• Get visitor team captains at not less than 5 minutes before scheduled kickoff; and have captains at their sideline and ready to participate in coin toss.

• Start the first half on the press box side of the field, move to position opposite the press box in the second half.

Field Judge:

• When you first enter the field, observe the punter/receiver drills.

• Meet with and instruct ball person(s) 50 minutes before game time

• No less than 8 minutes before scheduled kickoff will leave official’s dressing area.

• Get home team captains at not less than 5 minutes before scheduled kickoff; and have captains at their sideline and ready to participate in coin toss.

• Start the first half on the sideline opposite the press box, move to a position on the press box side in the second half.

Back Judge:

• Primary responsibility for play clock.

• Meet with and instruct play clock operator if one is provided, 40 minutes prior to kick off.

• When you first enter the field, observe the punter/receiver drills

• Get HOME team at not less than 4 minutes before scheduled kickoff; and have team at their sideline and ready to begin the game at no less than 2 minutes prior to kickoff. AFTER halftime, BJ WILL STILL BE RESPONSIBLE TO BRING HOME TEAM OUT FOR 2nd HALF.

• Responsible for timing of time-outs.

• Inspect the field with the referee.

C. Pre-Game on the Field – NON-ADMINISTRATIVE 1. The officials will be on the field 60 minutes prior to kick off. 2. All officials should note player equipment, notably knee pads in the pants. However, the pant and pad do not need to cover the knees. Problems should be reported to the umpire. Officials other than the umpire should not approach the players during warm ups regarding uniforms or equipment. 3. Deep officials can observe the following actions of both teams.

1. Strength and accuracy of punter and place kickers during drills. 2. If the kick receivers are having trouble with the sun, and use of hand or arm to shade their

eyes. (Fair Catch Signals) 3. Speed or quickness of receivers during passing drills. 4. During passing drills observe receivers catching ball near sidelines for feet/ball/sideline

judgment and your sideline mechanics. 4. Umpire will be very involved with observing equipment/equipment/equipment.

1. A card will be handed to the head coach of each team when pre-game drills are complete with player number that is illegally equipped and a description of the violation.

2. Blocking techniques of lineman during drills. 5. Flanks can view from the sideline the following.

1. Speed or quickness of receivers and backs during passing drills.

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2. During passing drills observe receivers catching ball near sidelines for feet/ball/sideline judgment and your sideline mechanics.

6. Referee will observe the following. 1. Whether quarterback and kickers are right or left handed/footed. 2. Watch the quarterbacks receive snaps during 11 on 11 drills while observing his head and

body action as he calls signals. This is a good indicator of what his normal movement will be during the game.

7. All officials: Be sure there is an officiating crew presence at mid-field during team warm-ups to keep separation between teams

D. Toss of the Coin-Timelines. The following are the guidelines relating to when activity should occur in relation to the game clock. Emphasis is placed on having the coin toss completed and all officials in position prior to the scheduled kick off. 1. FJ and SJ will have the captains at the 50-yard line at their side line four (4) minutes prior to kick off.

2. When you lead the captains onto the field, jog with them to the sideline. Don’t walk.

3. Start captains to the middle of the field with three minutes and fifteen seconds remaining (3:15) left before kick off. Do not wait for the referee to wave you onto the field. 4. R should start the introduction of captains at three minutes (3:00) prior to kick off.

5. BJ and LJ should have their teams on the field with two minutes remaining (2:00). 6. With forty-five seconds remaining (:45) get each team onto the field.

E. Toss of the Coin-Procedure The key concern regarding the coin toss is to assure that there is clear communication and understanding with the captain’s stated choice. For the 2020 Season We will CONTINUE THE alignment implemented in 2019 for the coin toss. A. Rotate the captains with their backs to the GL. That way the press box has an unobstructed view of the toss. B. Open the field microphone before I speak, as this brings the audience into the opening of the football game. C. If there are any "Dignitaries" at the toss, always give them the option if they want to toss the coin (provided you are given this info prior to waking out for the toss). Having the information from game administration prior to the toss will allow the referee to have the dignitary have a few "practice tosses". Whenever possible make them feel a part of the ceremony. Introduce the dignitary to the crowd via the microphone.

1. In order to eliminate any confusion over the choice by the visiting captain, the referee will ask the captain his choice BEFORE he tosses the coin. 2. He will then announce to the umpire and home captain “White (or “visiting team”) has called ….”. 3. The referee should pause for a second to make sure the visiting captain does not disagree with the pronouncement. 4. The referee will then announce to the captains that he will let the coin hit the ground.

D. If the winner of the toss chooses to Defer....R's simply face the press box and announce..."Hartnell has won, the toss and has elected to Defer" E. Immediately point to the other team and TELL THEM (not ask them) but TELL THEM..."You WANT the Football" and then immediately ask the winner, "Which way do you want to kick?"

F. Changing Sidelines at Half Ttime • Sideline officials will change sidelines after half time.

• The HL/SJ will begin the game on the PRESS BOX side of the field.

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• The LJ/SJ will begin the game OPPOSITE the press box on the same side of field as the chains.

• The chains will be located ACROSS from the press box the ENTIRE game. Thus LJ/FJ will have responsibility for administration of the chains during the first half.

II. Free Kicks A. Free Kick Coverage The following mechanic is designed to focus the official’s vision toward the areas with the maximum potential for fouls. There are two primary areas of contact during the free kick that initial focus will be directed.

• Team B (return team) first or front five players. They usually set up to start blocking around the B 30 to 40-yard lines.

• Team B (return team) second group of players, previously referred to as the wedge. 1. The FJ and SJ will watch the first, second, third players in from their respective sidelines on the kicking team. They will follow them downfield, observing their initial contact with Team B, usually in the area of the Team B 30 to 40-yard lines. 2. The FJ and SJ will be aligned on Team B’s (receiving teams) restraining line on all free kick plays. 3. The umpire and BJ will concentrate on the fourth and fifth members of the kicking team in from their respective sidelines and the initial contact of the Team A players with Team B, usually in the area of the Team B 30 to 40 yard lines., (the umpire will also be responsible for the kicker) 4. The umpire and BJ will assume positions on the opposite sidelines with Team A (the kicking team) restraining line. 5. After the ball is kicked, the umpire and BJ will move onto the field, roughly between the numbers and the inbounds line, observing action from on the field. 6. The R, HL and LJ will observe the initial blocks against the kicking team that encounter the members of Team B’s second group of potential blockers, usually in the area of Team B 15 to 25-yard line. 7. R has primary responsibility upfield during the kick for potential development of the wedge by Team B. The flank officials have responsibility for starting the game clock when legally touched or carried into the field of play. 8. R, HL, LJ must be aware of fair catch signal by the deep backs during the kick, and when ball is possessed quickly end the down.

B. Responsibility for The Kick Prior to Possession 1. On all regular free kicks, the flank officials will be at the goal line pylons, with the referee in the middle of the field on the goal line. If the free kick is on the ground, rolling toward the goal line between the far hash and sideline, then the opposite official may release the GL and move up field, the flank official on that sideline pylon will assist the referee with the coverage of the football. The offside official, (looking at the Referee’s back) will move up field to observe the blocking action in front of the ball. 2. Flank officials are responsible for the proper signal to start the game clock once the ball is touched in the field of play. Must be alert for receiving team player that gives a fair catch signal during the kick, whether valid or invalid. 3. At the referee’s discretion, the flank official(s) might be positioned at the 5 or 10-yard line. This is based on location of free kick (i.e., penalties against kickers) or weather conditions.

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III. Scrimmage Kicks

A. Identification of Eligible Receivers It is the responsibility of all members of the crew to know eligible receivers on Team A in the event of a fake or botched play from scrimmage kick formation. The following creates a method of identifying and ruling on eligible/ineligible players. 1. FJ and SJ should note the numbers of the two eligible receivers on their side of the field. (Deep officials should always know the widest player in the formation on any play from scrimmage). 2. HL and LJ should know the eligible backs on their side of the formation. They could be in a wingback position (field goal formation), or up backs behind the center/guard position (punt formation) 3. LJ and HL should know the up back (punts) or the holder. 4. The referee should know the kicker. 5. Umpire should be aware of the restricted interior linemen who would be ineligible, especially linemen who are exceptions to the numbering rule.

B. Coverage for Fake or Broken-Field Goal/PAT If this situation occurs, the mechanics for the U, R, LJ, and HL are the same as a normal scrimmage

situation, as determined by the location of the snap when it is obvious the kick will not occur. 1. If the ball is snapped inside the Team B 5-yard line, goal line mechanics would be used.

• HL and LJ immediately leave the line of scrimmage and have goal line, along with the sideline all the way to the end line.

• FJ and BJ work from goal post looking out along the end line. 2. If the ball is snapped between the Team B 5-yard line and Team B 30-yard line.

• FJ moves to the goal line in middle of field working the goal line from middle of the field out to the pylon (The BJ will remain on the end line)

• HL and LJ have sideline responsibility end line to end line.

• If player scores near the pylon, covering flank official and FJ will make eye contact prior to signaling.

3. If the ball is snapped outside of the Team B 30-yard line, normal scrimmage mechanics are used.

• FJ and BJ will be at the goal line pylon.

• HL and LJ have sideline responsibility to the Team B 2-yard line. 4. In all situations described above, the BJ will stay at the end line, moving along the end line as play develops (EXCEPTION: situation #3 above) 5. In all situations above, the SJ will hold his position behind Team B and will assist

the umpire regarding the ball or passer going beyond the line as the play develops.

C. Unsuccessful Field Goal or PAT 1. If the kick is untouched by Team B and the ball lands in the end zone, immediately sound the

whistle, and both the FJ and BJ give the “no good or incomplete signal”. No other signal is necessary by the BJ/FJ. The remaining officials will then signal to stop the game clock.

2. If the kick is wide or outside an up right, only the covering official to that side which the kick was wide will give the “no good or incomplete signal”. No other signals are necessary. The other official does not signal. 3. The Field Judge and Back Judge will move to the end line to make the signal. 4. If you are the ruling official, do not turn your head toward your partner under the up right. Simply present the no good or incomplete signal.

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5. The official (FJ/BJ) who is not making the ruling on the kick as it approaches the upright (item #2 above) should be looking up field for dead ball activity as the players proceed up field toward the Team B end zone.

6. When the FJ/SJ has made a ruling on the kick and the down ends, all other officials will give the

stop the clock signal.

D. Blocked Scrimmage Kick If any scrimmage kick is blocked, the following mechanics will be used. 1. HL will hold (within two yards) at the line of scrimmage to determine if the legally kicked ball crosses the line of scrimmage. 2. The umpire will move toward the line of scrimmage and observe the action of players in Team A’s backfield around or behind the football after the block has occurred. He may also assist with determining if the legally kicked ball crosses the line of scrimmage. 3. The referee will rotate toward the middle of the field, depending on the location of the loose ball. 4. The referee will have Team A goal line, and is responsible for action on the loose ball from sideline to sideline. 5. The LJ will move into Team A’s backfield, and is responsible for action of the players around the loose ball (illegal blocks, holding etc). 6. The HL will observe the action of the players around the loose ball from his position on the line of scrimmage. 7. If the kick is blocked, the referee should be aware of Team A players batting or kicking the loose ball to deter Team B from recovering the loose ball. 8. If the loose ball threatens Team A pylon, the flank official on that side of the field can move toward the pylon and goal line to assist the referee in coverage at the pylon.

E. Other Play Situations During a Scrimmage Kick Play 1. If a scrimmage kick (punt) goes out of bounds beyond the LOS IN FLIGHT, the deep official will pick a spot where the ball went out of bounds and sell that spot. The referee will not assist with lining

up the out of bounds spot. The referee will remain focused on player activity behind the line of scrimmage, in the area between the referee and umpire. 2. If Team A is in scrimmage kick formation for a punt, and the ball is snapped at or inside the Team B’s 40-yard line, the deep officials will be at the goal line pylon. Officials can adjust this guideline dependent on kicker’s ability and weather conditions. 3. If the deep official is positioned on Team B’s pylon and the punt while in flight passes over his body, the punt is out of bounds behind the goal line and is a touchback. 4. On all punts, the BJ, FJ and SJ will line up directly across from each other (“flat lined”) approximately five yards behind the deepest receiver. The depth of the three officials will generally be determined by the location of the BJ (Exception when ball snapped at or inside Team B 40-yard line, the FJ and SJ will line up on the goal line at the pylon). 5. If the PAT or field goal is successful, both officials will move to the end line and give the proper NCAA signal. Do not look to your partner before signaling. Use a verbal “good-good-good” or “no-no-no” to communicate to your signaling partner. 6. If the scrimmage kick ends with a successful fair catch, Team A downing the kick, or the kick coming to a stop with no player attempting to recover, the covering official – usually the BJ - will simply move to the spot stopping the clock. There is no need for a bean bag. (Note if Team B gives a fair catch signal, muffs the kick, then completes the catch, the covering official will bean bag where the ball was muffed by Team B). 7. When the scrimmage kick has crossed the line of scrimmage, the flank officials will release from the line of scrimmage, sliding along the sideline watching action at line of scrimmage and as player’s progress to the second level.

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IV. Scrimmage Plays

A. Progress and Sideline Coverage 1. When the ball is snapped from outside of the Team B 7-yard line, the LJ and HL will have sideline

responsibility and progress on all plays down to the Team B 2-yard line. Inside Team B-2-yard line, the FJ and SJ will take over these responsibilities.

2. When the ball is snapped from the Team B 7-yard line going in, goal line mechanics are in place and the LJ and HL have all progress to goal line. LJ and HL will move laterally at the snap to the GL if ball snapped at or inside B7. Must keep watching tackle and/or key to your side of field as you move. The movement should end at a safe position on the GL extended to enable you to rule on any play at the GL or pylon. 3. IF there is a line to gain between the line of scrimmage and goal line, move to the goal line and work back to the dead ball spot after the play is over. 4. When there is a punt return or change of possession and reverse fade mechanics are used, the FJ and SJ will have responsibility for the sideline and progress down to Team A’s 2-yard line. Inside the Team A 2-yard line, the LJ and HL will assume those responsibilities.

B. Cross Field Mechanics This mechanic is to be utilized by side (flank or deep) officials who have responsibility for progress. The idea is for the off side official to assist the covering official with the progress spot. The offside official usually will have an unencumbered look at the runner, especially on plays that have moved beyond the line of scrimmage. The covering official will pause or slow down prior to moving to progress spot. This will allow him to view the action of the players as well as avoid becoming entangled with the players. The off-side official will move near the top of the numbers on his side of the field in order to provide an easy reference point for the covering official.

C. Position Prior to the Snap – “RED ZONE” 1. If the ball is snapped between the B5 and the B20 yard lines, the deep officials will take their initial position outside the goal line pylon. The BJ will be on the end line of the end zone 2. If the ball is snapped between the Team B 7-yard line and goal line, the deep officials will be positioned at the pylon located at the end line and sideline. Goal-line mechanics will be used by the flank officials when the ball is in this situation regardless of the location of the line-to-gain.

3. When the ball is snapped from Team B’s 7-yard line to the goal line, the HL and LJ will have

responsibility for the goal line. Their initial move when the ball is snapped is DIRECTLY toward the pylon. If the play ends before the goal line, they will move back to the ball when the play is over. 4. When the ball approaches the Team B red zone, the Back Judge will either be on the Team B goal line or the Team B end line. The Back Judge will never take a position in the end zone between the goal line and end line

D. Pass Plays – Flank Officials The flank officials will hold their position at the line of scrimmage when they read pass until the passed ball is beyond the line of scrimmage. The flank official will be responsible for pass crossing the line of scrimmage, and whether the passer was beyond the line prior to the pass being thrown. In addition, the flank official will have primary responsibility for ruling on ineligible lineman down

field prior to the pass. (EXCEPTION: If in goal line mechanics or a fake PAT/KICK play situation)

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E. Intentional Grounding to Save Loss of Yardage - Communication: If the passer throws a forward pass near the line of scrimmage during a play

in which the passer is under direct pressure and in danger of losing yardage, the following mechanic will occur between the flank official and the referee: The flank official will ALWAYS go in to the referee after the down ends in this situation, and must confirm either:

1. There was an eligible Team A receiver in the area, or 2. The forward pass crossed the line of scrimmage or line of scrimmage extended or 3. If the pass was touched by a Team B player

If the referee deems that the passer threw a forward pass in an apparent illegal attempt to save loss of yardage, the referee will flag the spot of the pass. Immediately after the down is over, he will then consult with the flank official. It is possible that the penalty flag will be thrown after consulting with the flank official. The referee will wave off the flag IF the flank official communicates either of the following:

1. There was an eligible Team A receiver in the area or 2. The forward pass crossed the line of scrimmage or line of scrimmage extended or 3. If the pass was touched by a Team B player

V. General Game Situations A. ‘Fade Mechanics’ ‘Fade mechanics’ will be utilized by the deep officials during non-kicking plays from scrimmage (unless deep officials are positioned at the goal line or end line at the snap). The goal and purpose of fade mechanics are the following:

▪ To keep the deep officials in a position of having all players between themselves and the line of scrimmage during the down.

▪ As a result, the play will always be “boxed-in” (or viewed from any angle) by at least two officials.

▪ Fade mechanics also allows the deep officials a cushion in order to stay in advance of the runner and be at Team B’s goal line prior to the runner’s arrival.

The success of employing ‘fade mechanics’ is reading and reacting to the assigned keys at the snap. At the snap: the FJ / SJ will take a few quick steps backward toward Team B’s end zone while reading their keys, at the start of the play and then react accordingly. The BJ will begin to slowly fade a step or two after the snap until his keys indicate there is a pass play developing. The basic discipline is to:

• Anticipate the type of play indicated by the down and distance at the snap; then,

• Read your assigned keys (Team A receiver(s)) initial action at the snap; then,

• Work to be in the best position to cover the play as it develops. If the down and distance at the snap indicates a run or short pass pattern the FJ / SJ are to take their initial steps toward Team B’s goal line and read the play as it develops; then, begin to move down field as indicated by the developing action. Once a pass is indicated, the FJ / SJ are to begin to

fade, remaining at least 7 to 10 yards in front of their receiver through the end of the

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pass (catch or incompletion); and, if necessary being at the goal line when the receiver/runner

crosses the goal. Generally, the BJ will not begin to fade under this scenario unless the developing play begins to go beyond 7-10 yards downfield. If the down and distance at the snap indicates a deep pass pattern and their keys show pass, the FJ, SJ, and BJ are to begin to fade immediately, the rate and depth of the fade is dependent on the developing action and pass routes in order to maintain their cushion (at least 7 to 10 yards from their receiver). The deep official in whose direction a forward pass is thrown has goal line responsibility and is to remain at the goal line pylon.

The BJ has responsibility for the end line. The BJ should move to the end line and then along the end line as the action of the play dictates.

B. Reverse Fade Mechanics – Change of Team Possession On a change of team possession, flank officials must assume responsibility for coverage of TEAM A goal line prior to the runner arriving at the goal line. Thus, the flank official will fade and maintain a cushion between himself and the Team B player who is advancing toward Team A’s goal line.

1. The flank official assumes the role assigned to the deep official in fade mechanics described above.

2. The deep official is now the trailing official and will have responsibility for progress down to

the Team A two-yard line.

3. Flank official never moves back toward Team B goal line to mark progress on change of team possession.

C. GAME TEMPO – SPEEDING UP THE GAME One area that all officials can make a difference is in the pace or tempo of a football game. Speeding up the game does not mean that the official(s) “rush or cut corners” during the game. This creates a situation where errors occur. The items listed below can be incorporated within the normal flow of a game and will decrease the overall time of the game without “rushing” through a game.

Referee 1. After each scrimmage play, and the threat of dead ball action is over, make immediate eye

contact with the linesman and get the box moved. The referee must avoid moving to the dead ball spot, lingering near the pile of players, and after the pile has disengaged, finally providing the approval to the linesman to move the box. The umpire has sole responsibility to spot the ball after the down.

2. After each scrimmage play and communicating with the linesman, stay in the backfield (8-10

yards deep) and mark the ball ready for play if 25-second clock applies. When the down ends you are responsible for Team A substitutions entering the field, and giving the signal of both arms extended indicating Team A is restricted from snapping the ball, then observe if Team B is attempting to match substitution within 3 to 4 seconds after you have “froze the ball” with your extended arms out.

3. Remember you do not need to wait until the ball is placed on the ground to mark the ball

ready. Don’t stand and wait for the umpire. If he is at the spot and is holding the ball, or about to place the ball, mark it ready if 25 second clock applies

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4. When a first down occurs and a new series is to be awarded, move toward the linesman and release the chains to be set.

5. On dead ball fouls prior to the snap (false start, delay, Team B offside with contact), give one

signal as the umpire marks off the foul.

6. When giving any foul signals, move quickly to an open area two to three yards away, clearing from players and give the preliminary signal. Often referees will WALK to a spot, eight to ten yards away before giving a signal. You do not have to discuss enforcement spots, call captains etc before giving the preliminary signal. As soon as the penalty information is presented by the calling official, move to give your preliminary.

Umpire

1. After dead ball responsibilities are over, and the play has ended in the side zone, hustle past the inbounds line, creating an angle by moving into an open area in up field (toward Team B’s goal line) from the dead ball spot. HUSTLE the ball into the inbounds spot. The umpire has sole responsibility to spot the ball after the down.

2. When moving from the side zone, as you approach the inbounds line, look through to the off

side flank official who should be at the progress spot. Use him to spot the ball, rather than turning back toward the official in the side zone. This eliminates the “dodging” of Team B players who are following you to the spot and are between you and the official in the side zone that you are returning from to spot the ball.

3. After a change of possession, especially punts, swing out into the side zone of the team who

has possession, obtain the game ball, and then move to the new spot. Often umpires will run to the spot, stand waiting for a ball, then often moving from the spot to receive a new ball. Moving back to the spot and then moving the old ball off the field.

4. If you have a dead ball foul prior to the snap, move toward snapper and line of scrimmage sounding whistle stopping the down from starting. Make visual contact with flank officials to determine if they also are moving toward ball with a foul. Conference with flank official(s) if they have a foul. Do NOT use preliminary signals.

Flank Officials 1. Utilize cross field mechanics. Offside officials pick up progress spots, especially when plays

are in opposite side zone. This allows the umpire to use you when spotting the ball.

2. When the flank official who has responsibility for the chains has initial progress on a play where a first down (and series) is to be awarded, the opposite flank official should pinch in more than usual allowing the covering official to “release” from their progress spot and move to the sidelines to wrestle with the chain gang.

3. When you have a dead ball foul at the line of scrimmage run toward snapper and

umpire using whistle to stop the start of the down. Confer with umpire or opposite flank official if they also have flag. DON’T walk in to the middle of the field. Do NOT give preliminary signals.

4. After a change of possession during a scrimmage down, be aware that you will have

responsibility for getting the ball if Team B is on your sideline. When the dead ball action is over, move quickly to get the ball from the ball boys.

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5. Prior to the start of each half, at least two minutes before kickoff, each flank official should insure that your team is on the sideline and the flank official with the chains insure that your chain crew is present and ready to start the half.

6. Flank official responsible for the chains: if the down box is near the 5-yard tape on the yardage chains, be aware if a first down is possible should a 5-yard penalty by defense occurs.

Deep Officials

1. Consistent timing of dead ball periods prior to a free kick. Follow procedure and have the teams moving onto the field approximately 40 seconds after the previous play. Don’t let this interval turn into a two to three-minute break.

2. Consistent timing of charged time outs. At 40 seconds FJ and SJ informs the teams and BJ

at 55 seconds inform the referee time out is over. Don’t let the timeout turn into a two-minute break.

3. After a change of possession, if the team on your sideline is going to be on defense, be

aware that you should move to the dead ball spot and get the “old” ball from the umpire or BJ. As you move to position prior to the next snap, you can take the “old” ball with you. The BJ will be the key to this relay of the “old” ball to the proper sideline.

4. If you have a foul during a down, when the play is over hustle to the referee with your foul

information. Don’t stand at the spot and make the referee find you.

5. Prior to the start of each half, FJ and SJ insure that your captains are on the sideline at the designated time. BJ and LJ insure that your team is on the field two minutes prior to the kick off.

6. After a PAT, jog up the sideline and move out to the center of the field for the subsequent free kick within 30-40 seconds. Be waiting for the kicker, and hand him the ball as quick as possible. Instruct him that the 25 second count will begin as soon as the referee blows his whistle.

All Officials - Interval Prior To Free Kick

The free kick following a PAT attempt or other scoring play should occur within one minute after the previous down ends. This is necessary to keep the pace of the game consistent. The following will occur: 1. The back judge is responsible for timing this one-minute interval. 2. After the PAT or scoring play, the back judge will position himself on the kickers restraining line near the sideline. At the :40 second mark the back judge will provide a quick blast of his whistle. 3. Both the side judge and field judge should be monitoring the back judge, and when the back judge sounds his whistle, the side judge and field judge should bring their teams onto the field. 4. At :45 seconds the back judge should move to the middle of the field where the kicker is located to meet the kicking team. 5. The linesman and line judge should move to their positions at the pylon. The referee should be at the goal-line. 6. The back judge should hand the ball to the kicker as soon as he approaches; reminding the kicker that once the referee makes the ready for play signal the kicker will have 25 seconds to kick the ball. After handing the ball to the kicker and giving him the necessary instructions move to the sideline on the press box side of the field at the kicking teams restraining line. NOTE: If both teams are on the field ready prior to the timelines above, proceed with the ready for play signal (unless radio or TV is involved).

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As you may have noted, the majority of these suggestions occur during dead ball intervals, after player action and dead ball officiating chores are satisfied. Each of the situations above should be part of your dead ball procedure. None are difficult, nor do they change how you officiate during the down. If each official utilizes these suggestions consistently during the game, you will reduce the length of any game.

D. Team B Opportunity to Counter Team A Substitutions. It will be the referee’s responsibility to observe Team A’s substitutions any time after the down ends. When the referee sees Team A substitutions clearly enter the field, the referee will extend his arms horizontally. Effectively while the referee’s arms are extended, Team A can not start the down. The umpire will move toward or stay over the ball during the time the referee invokes this signal, and will remain over the ball or hold the snap until the referee drops his arms or points at the umpire to move from the ball. Whenever Team A attempts to substitute, Team B has the right to counter or match up against the Team A substitution. This situation requires a substitute from Team A to enter the field and if Team B reacts (within 2-3 seconds) of Team A’s substitution, then the referee will hold the umpire on the ball until he is satisfied that Team B has successfully matched up with the opponent. When the previous down ends with the ball near Team A’s sideline or out of bounds in Team A’s sideline, the referee will assume there will be a potential substitution and will give the extended arm signal.

PART 1, SECTION 2 – RULES PROCEDURES

The following philosophies relate to rule application in specific play situations.

I. Free Kicks

A. Offside Team A player is offside on a regular free kick if the Team A player’s foot is down on the ground beyond the restraining line prior to the ball being kicked. IF THE TEAM A FREE KICK is an onside kick, Team A is ruled to have fouled (offside) if any part of the Team A player’s body is clearly beyond the restraining line prior to the kick.

II. Scrimmage Kicks

A. Roughing Or Running Into Kicker If the kicker is hit by Team B player(s) after legally kicking the ball, the following will apply: ▪ If the contact occurs while the kicking leg is airborne as part of the kicker’s normal kicking

motion, the call will be roughing. ▪ If the kicking leg is on the ground, running into the kicker will be called. ▪ Team B contact subsequent to this can still be considered a personal foul under section 9-1.

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▪ Exception: If punter carries the ball outside the tackle box, then attempts to punt the ball while moving (‘rugby style’), contact with the kicker is not roughing the kicker, but other 9-1-2 personal fouls can be called as a result of the type of contact that occurs.

III. Scrimmage Plays

A. Excessive Team B Players If Team A is at the line of scrimmage prior to the snap, and Team B has more than 11 players, the following will occur. 1. After the initial count, the three deep officials will signal to recount 2. If Team B player(s) are attempting to leave the field prior to the snap, give him the opportunity to exit the field. If Team B is still on the field when the ball is snapped, it is a live ball foul. Do not stop the play.

B. Action Near the Sideline or Out of Bounds – Legal Contact The following general guidelines relate to plays near the sideline and out of bounds, however game situations described in items 2 and 4 below can be applied to any type of play situation. 1. If the runner is near the sideline, and normal football contact occurs prior to the runner’s foot touching the out of bounds area, the contact will be considered legal. 2. If the runner is near the sideline, and illegal contact occurs (a blow to the head, fist or forearm to the chin, or “blind side block” that does not constitute the act of targeting a PERSONAL foul will be called even if it occurs prior to the runner stepping out of bounds. (These acts would, as a normal course, be flagged as personal fouls if they occurred in the middle of the field). 3. If any unnecessary or avoidable contact occurs once the runner is out of bounds, it will be a dead-ball personal foul. (The exception would be if the contact were the result of the opponent being blocked into the runner.). 4. If there is a question whether a foul has occurred, the flag will be thrown and subsequently if determined to be unnecessary, the flag will be waved off. 5. Any player who deliberately spits on an opponent will be ejected immediately.

C. Legal Forward Pass Play 1. If a legal pass is incomplete as a result of a trap, an airborne receiver landing out of bounds, or a receiver stepping out of bounds before securing possession, the covering official will sell the call with an incomplete signal. There is no need for additional signals. When the down ends on an incomplete pass, all other officials will give the “stop the clock” signal. 2. If by rule OPI occurs on the side of the field completely away from the location of the ball, OPI will not be called. 3. If Team A has players blocking downfield during a legal forward pass, the covering official will throw the flag for OPI. If the covering official has question whether pass crossed the LOS he will consult with the flank official. If the flank official knows the legal forward pass did not cross the LOS, and he observes the flag, he will consult with the deep official. 4. If an UNTOUCHED legal forward pass falls INCOMPLETE within one yard beyond the line of scrimmage, the legal forward pass has not crossed the line of scrimmage for the purpose of determining ineligibles downfield or passes interference. This does not apply to a play where the quarterback throws a legal forward pass from outside the tackle box in order to avoid loss of yardage. (Rule 7-3-2 Exception). 5. If the passer is near the line of scrimmage when he throws a legal forward pass, he will be considered to have crossed the line if his foot is on the ground and his body is clearly beyond the line of scrimmage prior to releasing the pass. 6. In order to complete a catch, the receiver must have control and possession. If the player receives a pass, and loses possession immediately upon contacting the ground, the pass is incomplete. One criterion of clearly establishing control and possession includes the completion of a

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football act. This includes attempting to turn up field, avoid an opponent, or change direction. If there is doubt that all three criteria (control, possession, complete a football act) have been met, the pass is incomplete. 7. If the passer, during an apparent passing attempt, has the ball above his shoulder pads while in a throwing motion and the ball comes loose and is touched or hits ground beyond the location of the passer, it is ruled an incomplete pass by the Referee. 8. Ruling on a forward-backward pass behind the line of scrimmage is the responsibility of the official whose direction the pass was thrown to. 9. If the passer is legally throwing the ball away out of bounds, do not penalize Team A for having ineligible players downfield. 10. If the passer is legally throwing the ball away (grounding) and the pass lands beyond neutral zone do not penalize Team B for ineligibles if the ineligible receivers were never beyond the three-yard belt. IF the ball lands near or outside the sideline beyond the neutral zone, there will be no ineligibles downfield. "Near the sideline" will be a pass that lands outside the numbers.

D. Momentum – All Situations 1. Momentum will be ruled if the catch or recovery is completed anywhere inbounds between the five-yard line and the goal line. If all criteria for momentum have been satisfied, DO NOT ignore this rule and award Team B a touchback.

E. Pass Interference – Judgment Criteria (Modified from Mid-American Conference Material)

1. OVERVIEW

According to rule, pass interference requires all 3 of the following: 1. Legal forward pass that is catch able; 2. Legal forward pass that has crossed the line of scrimmage; 3. Physical contact.

Physical contact can be identified by the following characteristics which occur as the play develops: • Obvious Intent to Impede

• Advantage/Disadvantage

• Restriction – Defense

• Separation – Offense

2. DEFENSIVE PASS INTERFERENCE

Defensive Pass Interference includes the obvious intent by Team B to impede the opponents attempt to catch or ability to move into position to catch the pass.

Contact & RESTRICTION is the key. Hands on mean nothing; what did he do with the hands? The following are six acts that normally occur to restrict or impede the opponent’s ability to catch the

football.

A. NOT PLAYING THE BALL Where is he looking? If not looking back at the ball – suspect! Is he beat? (Including tangling of feet by the defender from behind – suspect!)

B. PLAYING THROUGH THE BACK Defender is behind the receiver. Receiver pitches forward prior to the ball getting there.

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C. ARM GRAB Defender side-by-side or slightly behind receiver Receiver only reaches for ball with one hand or reaches with “alligator” arms.

D. ARM BAR Defender side-by-side or slightly behind receiver Defender’s arm extended across receiver’s body – Think “Framework of Body;” defender must play within.

E. CUT-OFF Defender may be looking back at the ball. Defender angles in front of receiver making contact – typically as the defender moves towards sideline. Defender’s actions cause the receiver to break stride, or is forced towards sideline.

F. HOOK AND TURN Defender is typically behind receiver – hand around waist/shoulder. Receiver’s body turns prior to ball getting there – OBVIOUS shoulder turn!

3. OFFENSIVE PASS INTERFERENCE

Offensive pass interference requires contact and an advantage as a result of the contact. Contact and SEPARATION is the key. Offense MUST avoid contact, as the defender has right to stand his ground. The three primary types of action by the offense to create pass interference require contact and the intent to create a disadvantage:

A. PICK • Did Team A SEEK the defender out?

• Does Team A INITIATE contact? See entire play!

• If Team A Contacts Team B and Team A is not facing back towards the passer, the ball, or moving in position to receive the pass – suspect!

B. DOWNFIELD BLOCK • Contact is first initiated at least one yard downfield and does not continue more than 3 yards

downfield.

• Did Team A SEEK out the defender and INITIATE contact against the defender who has established position?

• Contact causes separation – especially if he’s intended receiver.

C. PUSH-OFF • Receiver’s arms extended (elbows become locked as result of full extension after contact

occurs)!

• The contact causes separation – the result of the contact causes an OBVIOUS change in defender’s momentum (i.e., shoulder turn, bend backwards, change in direction, etc.)

D. Not OPI • OPI for blocking downfield will not be called if the passer is legally grounding the ball out of

bounds or into an area where there is no player.

• It is not OPI on a pick play if the defensive player is blocking the offensive player when the pick occurs and the offensive player does not attempt to make a separate action.

Remember, the offensive player can be guilty of offensive pass interference as a result of the 6 acts mentioned above in the defensive pass interference section. This would occur when the offensive player is now in the position of attempting to restrict or impede the opponent’s attempt to intercept the pass.

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4. SUMMATION OF COMMENTS REGARDING PASS INTERFERENCE

What gets officials into trouble with PI – missing fouls that were there, or calling one that wasn’t? The following are some of the items that supervisors, technical advisors and other observers have noted in recent years:

• Officials are not in proper position - Too close to the action - Looking through players instead of between players - Letting the players get even with you. Get stationary whenever possible

• Officials are watching the ball and not the players - Officials MUST “stay downstairs”, focus on action between the belt and shoulders. - Watching the Receiver and his reactions MAY be better than watching the DB to see

if he is or is not doing anything illegal. - Ex.: Receiver and DB are together going for ball, but receiver can only reach with

one arm.

• Officials are not watching their keys - Watching the play instead of their receiver - Watching the wrong receiver

• Officials are too quick to throw the flag - Officials anticipate the outcome and are too excited when they think they see

something - Officials do not realize, understand the athletic ability of today’s athletes - EX.: Both players jump vertically for the ball. The DB, behind the receiver, jumps

higher than the receiver and knocks down the ball while making contact – 9/10 times, not a foul (Thru the Back) as the DB made a better athletic play than the receiver.

IV. General Game Situations

A. Guidelines on Holding 1. REFINEMENT OF PHILOSOPHY ON HOLDING FOR UMPIRES AND REFEREES

Background The general philosophy defining a holding penalty that has been utilized to augment the rulebook definitions is the following:

1. Act occurs at the point of attack and affects the play’s outcome. 2. Opponent has been put at a disadvantage or impeded by the act. 3. Takedowns** are always called regardless if at the point of attack.

(**Takedown is defined as tackling the opponent and bringing him down; grabbing him from behind and pulling him down; etc.)

Change The refinement to our philosophy will be to the point of attack on the following play situation:

1. If a hold occurs between the Team A tackle positions on or behind the Team A line of scrimmage and the Team B player can still make the play behind the line, there will not be a flag.

2. Team B player is considered to have made the play if he is under control, and then makes the tackle, knocks down or intercepts a pass, or recovers a fumble.

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3. If he can make the play as described above, then by philosophy, he has not been put at a disadvantage or restrained.

4. Umpires and Referees may have what appears to be a slow or delayed flag for holding if the Team B player is restrained, and as a result does not get to the play.

5. If a flag is thrown, and the player subsequently becomes involved and makes the play as described in #2, the flag will be waved off. The explanation will be that holding did not occur.

Judgment Criteria For holding to be called, apply one or more of the judgment criteria below during the play as action occurs against the Team B player:

1. The inability of the Team B player to turn or change direction due to continued, restrictive contact.

2. While blocking, Team A player has arms around Team B player and is turning B’s upper body.

3. The inability of Team B to gain separation or to disengage from the opponent by turning, twisting, stopping, etc.

4. As the result of Team A’s actions, Team B’s balance is changed or natural foot movement is taken away.

2. REFINEMENT OF PHILOSOPHY ON HOLDING FOR FLANK AND DEEP OFFICIALS

Background The general philosophy defining a holding penalty that has been utilized to augment the NCAA rule book definitions is the following:

1. Act occurs at the point of attack and affects the play’s outcome. 2. Opponent has been put at a disadvantage or impeded by the act. 3. Takedowns** are always called regardless if at the point of attack.

(**Takedown is defined as tackling the opponent and bringing him down; grabbing him from behind and pulling him down; etc.)

Change The refinement to our philosophy will be to determine the level or appearance of advantage disadvantage in the following play situation: On running plays sweeping outside the tight end position, there is usually a defensive player on the end of the line, engaged with an offensive lineman or a wide receiver, which are blocking against defensive secondary players.

Judgment Criteria For holding to be called, look for one or more of the following events to occur against the Team B player:

1. Inability to turn or change direction due to continued contact 2. Team A while blocking has arms around Team B player and holding or turning B upper body,

or the inability of B to gain separation by turning, stopping, twisting etc. 3. As a result of Team A’s action, B player balance is drastically altered or natural foot

movement is taken away. In any of the downfield blocking situations, if the opponents are squared up, moving with each other and none of the judgment criteria mentioned above are observed, there will be no holding. In any instance, holding will NOT be called on a double team block (exception, part of the double team includes a takedown or the opponent frees himself from the contact and then is pulled back).

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B. Defenseless Player and Flagrant Fouls 1. Overview: In the last several years, the NCAA rule book included in the Points of Emphasis section the overview of Defenseless Player, Act and Actions Related to Targeting, and Flagrant Fouls highlights the importance of the protection of defenseless players. This is not a new issue, and many of the rules relating to this are contained in section 9-1-3 and 9-1-4. As an officiating group, we have been very inconsistent in this area. In addition, it will be mandatory that a player committing a “defined” flagrant act be ejected immediately. To further strengthen the rule, the NCFA will suspend the player for an additional game.

C. Ruling on Fumbles

If there is doubt regarding whether a player is down or has fumbled a live ball, The ORGANIZATION’S philosophy will be that a live ball was fumbled. (Exception is when forward progress has been stopped).

D. Formation and Alignments Prior to Snap 1. Scrimmage Downs Other Than a Kick (Punt or Field Goal): If the lineman’s head is NOT breaking the line through the center’s backside, at the snap a foul will be called. If the lineman’s head is between the center’s backside and the centers waist, a warning will be given to the HEAD COACH the first time this is noted. Subsequent to the warning, if the lineman’s head is between the center’s backside and the centers waist, at the snap a live-ball foul will be called for illegal formation.

2. Scrimmage Kick Downs (Punt or Field Goal): If the “lineman’s” head fails to break the line through the center’s backside, a warning will be given to the HEAD COACH the first time this is noted. Subsequent to the warning, if the lineman is in the position described above, at the snap a foul will be called. If the “lineman’s” head is between the center’s backside and waist, the players will be considered on the line of scrimmage.

3. Position of Receivers Scrimmage Downs Other Than Kick: The position of the slot back in the offensive formation must be clear as to whether the player is on the line of scrimmage or not. If the slot back’s head is between the lineman’s backside and his waist (which is usually the tackle or tight end), the HEAD COACH should be warned. Subsequent to that, if the back is aligned in the same area, we have an illegal formation. The back must be CLEARLY

aligned with his head behind lineman’s backside in order to clearly avoid a foul for illegal

formation. Do not be technical if it is a wide out, when in question, it is not a foul.

4. False Starts by Team A Non-Restricted Lineman and Backs: Our guideline will be the same for backs or unrestricted linemen as it is for the interior or restricted lineman. If a back or end on Team A makes a movement forward or appears to start the play (quick movement backward, flinch with upper body, lurching forward prior to the snap), we will err on the side of conservative and rule false start.

5. Formations During Trick Plays Formations that are unusual in nature prior to the snap or formations in the execution of a trick play must be legal at the snap. There will be no warning to the head coach. (An example would be the swinging gate with all offensive linemen wide, and the snapper isolated in a different location on the line of scrimmage, or a formation where the distance in the splits between the offensive linemen is 5 yards between each lineman).

6. Offside Team B Anytime a defensive player shoots the gap between Team A lineman, and there is question whether contact occurs with Team A linemen, err on the side of offside and shut the play down to avoid a free shot at the quarterback or other player of Team A.

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7. If there is movement by the defense into the neutral zone which causes the offensive player to

react immediately shut the play down and penalize Team B.

E. BLOCK IN BACK 1. If one hand of the blocker is on the back of the opponent, and the other hand is on the opponent’s side, it is a block in the back if the initial force or push is with the hand on the back. 2. If the initial force or push is with the hand on the opponent’s side, the block is from the side and legal. 3. If the blocker is in “chase mode” (in a position chasing or behind the opponent), all action must be from the side. 4. A block in the back will not occur if it occurs AFTER a fair catch is completed, the ball is dead in the end zone, or away from the fair catch and contact away from the fair catch is MINOR. 5. Any block in back after the down is over can still be a dead ball personal foul if they are flagrant or qualify as a personal foul (forearm to the back, helmet used to deliver a blow etc.) In these instances, the penalty would be a personal foul. F. RUN-PASS-OPTION The traditional option offense developed horizontally along the line of scrimmage as the QB had the option of handing the ball to a back, keeping the ball or “pitching” the ball to another teammate. The latest iteration of this offensive scheme includes an option to pass downfield, which now changes the dynamic from moving horizontally along the line of scrimmage to moving vertically away from the line of scrimmage. The RPO offense requires special attention to mechanics and philosophies which are normally part of the passing game, but occur on a more frequent basis when the RPO offense is used. The following is a summary of the philosophies and mechanics which officials will really need to be aware of: Flank Officials Flanks MUST understand rules and philosophies for

• ineligible downfield,

• when a forward pass has crossed line of scrimmage,

• rule and mechanics for intentional grounding. Deep Officials Deeps MUST understand rules and philosophies for

• transitioning to second level for blocking action if formation allows after the snap,

• short screen or quick passes, ability to transition off initial key and pick up blocking action of other Team A wide outs in your area or side of the formation,

• blocking downfield in relation to legal forward pass crossing line of scrimmage,

• rule and mechanics for intentional grounding Umpires Umpires MUST understand rules and philosophies for

• Team B lineman holding or delaying TEAM A interior lineman or backs moving through to second level assignments,

• philosophy and importance of “backside progression” when after snap RPO action moves immediately toward one side of formation or the other,

• ineligible downfield Referees Referees MUST understand rules and philosophies for

• illegal contact against the QB as a runner or when he is a passer,

• rule and mechanics for intentional grounding,

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• philosophy on pass/fumble

G. NO HUDDLE/FAST-PACE vs TWO MINUTE/HURRY-UP OFFENSE These are two types of offenses dictated partially by remaining time in a quarter or game. The key challenge in either situation for officials is primarily during the dead ball period between end of down and the snap.

1. No Huddle/Fast-Pace Offense This is often employed by teams who after every down regardless of the time in the game want to move to the ball, and snap as quickly as possible. Two general goals of this type of offense:

• wear down the opponent’s defense from the sheer number of snaps which occur;

• minimize opponent’s ability to substitute “match up packages” for various down-distance scenarios which occur during Team A’s possession.

In the No Huddle/Fast-Pace Offense, during the dead ball interval, all officials must learn to

• “shorten” their pre-snap check list,

• finding the balance between “going too fast” and losing focus versus taking so long to get the ball set for the next snap 15-18 seconds come off the play clock prior to the next snap,

• special awareness of pre-snap rules for 12 (or more) players on the field, all Team A players being set and for a second prior to snap, judgment related to formations, status of clock

2. Two Minute/Hurry-Up Offense As the title suggests, this type of offense is dictated by score and time remaining in the game. Usually the team with the ball is desperate to score. Many of the characteristics discussed above in the No Huddle/Fast Pace above apply to this segment of the game with a few key additions.

• Ball mechanics - If the preceding down ends with the football in bounds and the game clock is running, the ball used during the last down will be used for the next down. There will be no changing of the footballs between downs,

• Status of game clock - Heightened awareness related to the status of the game clock and time remaining,

• Team Timeouts - Heightened awareness of the HEAD coach of either team attempting to call a timeout prior to the next snap

H. GAME CLOCK AND PLAY CLOCK TIMING SITUATIONS 1. Play Clock and Delay of Game If the play clock turns to zero concurrently with Team A player or coach clearly requesting a team time out, the charged team time out will be recognized as having been granted BEFORE expiration of the play clock.

2. Game Clock - Error in Timing 1. During the free kick, if by rule, the clock should have started when the ball was legally

touched, and did not start, the referee will remove three (3) seconds from the game clock at the end of the down. This applies at any point during the game ONLY IF no other official can provide accurate information.

2. If a false start or other dead ball foul occurs prior to the snap, and the game clock incorrectly starts or is allowed to run when the clock should be stopped, the following guidelines should be used.

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a) If there is positive knowledge of what the correct time should be on the clock, the clock will be reset accordingly. IF no official can provide accurate information regarding the correct time, add back three (3) seconds to the clock.

b) When the down has ended, and the clock continues to run when it should have been stopped according to rule, add three (3) seconds back to the clock ONLY if no official has accurate information regarding the necessary correction.

3. Request for Team Time Out – Field Goal and PAT There are situations during FG or PAT plays where the team head coach may want to request a team timeout prior to the snap. In situations when both teams are at the line of scrimmage and the snap is imminent, the referee, umpire and flanks are often focused on the snap, formations and the line of scrimmage. They are unlikely to be in a position to “look for” the coaches signal or time out request.

1. On a PAT attempt, the SJ and FJ will have responsibility to be aware of the head coaches request. The SJ will have primary responsibility to monitor Team A’s coach, the FJ will have primary responsibility to monitor Team B’s head coach.

2. On a FG attempt at the end of the quarter and the GAME CLOCK is running with less

than 10 seconds remaining and the PLAY CLOCK is NOT a factor (turned off), the BJ will assume the primary responsibility for Team A’s coach, the FJ will have primary responsibility for Team B.

4. Status of Game Clock 1. The SJ will have primary responsibility to announce status of GAME CLOCK over the

O2O system coming out of penalty enforcements, officials time outs for non-penalty situations, or other situations impacting the game clock. NO VISUAL SIGNALS WILL BE USED UNLESS O2O is not working.

2. BJ will have primary responsibility for status of PLAY clock and then counting Team B

players.

3. FJ will be responsible to monitoring both game clock status as well as play clock status.

I. PROTOCOLS FOR USAGE OF HEADSETS (O2O)

The following are the basic protocols which CCFOA officials will utilize when using the

communication headsets during games.

General

❖ All headsets MUST be charged PRIOR to arrival at the game site.

❖ All officials on the crew must use the headsets. If any member(s) of the crew do not have

operable headsets with them, no one will use them. This also references situations which

may occur during the game where a headset becomes inoperable for a reason.

❖ ALL officials will purchase and use the same headset vendor and model as outlined in the

contract earlier this year.

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Game Day – On Field When entering field prior to the game, crew should separate a distance of 15-20 feet, then R

will start an individual contact with each position. The person contacted will then respond. All

officials in the group should each individual query from the R and the response from the

official.

Upon testing, IF there are issues such as “feedback” or other electronic interference,

PRIMARY designees to work through the issue on the crew’s behalf will be the FJ and LJ.

ALL OTHER OFFICIALS will continue with their assigned pre-game meetings with clock

operators, chain personnel etc. We want to avoid 5 or 6 guys running around focusing on

headset issues and failing to complete pre-game rules.

MINIMIZE the frequency and situations in which the headsets are used:

When R is discussing penalty options with captains or making foul announcements

over the field microphone, NO OTHER discussions will occur between the remaining

members of the crew during this period.

Game and Play Clock Status

Status of game clock will be announced primarily by the SJ with FJ as backup. SJ will inform

R clock status IF R has not reacted to the game clock with simple language prior to when

ball would be marked ready for play. The simple language will be:

● “Hot, Hot” (game clock should start) or

● “Dead, Dead” (game clock starts at snap)

This communication will be especially crucial related to the game clock coming out of

● penalty enforcements,

● injury timeouts

● ten second clock reduction situations

● equipment violations such as helmet

● under two minute or one-minute clock situations in second and fourth quarter

Status of play clock will be announced primarily by the BJ with FJ and LJ as back-up.

BJ will inform R clock status IF R has not reacted to issues with the play clock with simple

language prior to when ball would be marked ready for play. If play clock needs to reset, the

BJ will simply announce “Play Clock Reset to…”

Substitutions The deep side official on Team A’s sideline should be aware of Team A substitution activity

as soon as the down ends and players separate. The deep official should FIRST determine

if R is in position to see the potential subs coming onto the field.

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This situational awareness can potentially minimize the number of announcements on

incoming subs is required. If R is looking toward the bench area, or starting to raise his arms

to acknowledge the substitution, no comment is required.

However, if R is not aware, the deep side official will announce:

● “Sub, Sub”,

● “Late sub, Late sub” (if another sub(s) enter after the substitution has occurred).

For the deep official on Team B’s sideline, it B delays or responds to second group of

Team A changes, and R is not looking in that direction or moving to release the umpire, then

the deep official on that sideline will announce:

● “Match up, match up” or

● “Late match up, late match up”

What we DO NOT want is 3 or 4 guys announcing subs or match up on every play.

Generally, R will have situational awareness, see anticipate this action and will be

implementing the proper signals. IF not, this will be the back-up process!

Injury When the down ends, the covering or ruling official will stop the game clock for an injured

player. Subsequent to that, if it is not apparent why you are stopping the clock to the other

officials simply announce:

● “Injured player down”

Normally there won’t be an announcement required, as we have been in numerous

situations where the down ends and we hear an official blow his whistle, observe him

stopping the clock, and when we look closer in that direction we see a player on the ground.

Announcements for injured player normally should be minimal.

Announcing Fouls

If you have a foul at the end of a down, we

● WILL NOT stand over our flag and try to announce the penalty. As in the past you

will run into the referee and conference.

If you have a foul prior to the snap, and only one official or one team obviously committed

the foul (BJ with delay of game, Team A obvious false start, Team B offside with contact), as

in the past

● you should move toward R, give a preliminary signal, and then announce the

offending player’s number.

IF we have multiple officials down with flags, or a situation where there could be multiple

potential fouls (Team B in neutral zone, and A false starting),

● the officials will conference in the same manner as before, then the proper official

will move in and inform the referee of the situation – unlikely there will be an

announcement using the official’s headset

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Two things to remember when there are fouls:

We DO NOT want to stand over our flags or Stay outside and try to simply “phone in” our

foul.

1. This gives the perception to the stakeholders (coaches, fans, administrators), that you

are lazy or too tired to hustle – they are used to seeing officials move in and conference,

they are not used to seeing guys just stand there and talk or give preliminary signal –

we want to avoid feeding the negative perception, as irrational or misinformed as that

perception maybe

2. If it is windy, you are jogging, or your transmission is jumbled due to technical issues,

the referee or “other” official may not hear you, or may misunderstand what you say,

react incorrectly, causing further delay as we scramble to try and correct the

miscommunication.

3. Jogging into report to the referee provides the calling official time to “sort out” what he

needs to report on his way to the conference, whereas if immediately after the call you

try to “phone in” your call, you may not have parsed the play thoroughly creating the

wrong or incomplete information being sent to R

4. By jogging in to R, if another member of your crew has a question or different call, he

can run to you and confer with you before you get to R, whereas if you start announcing

you foul right away, the crewmate would have to get on the mike and talk over you, then

we just have a lot of verbal confusion.

Avoid We will not question or discuss prior to the snap:

● If back is outside the tackle in a formation;

● If the end on other side of formation is on the LOS:

● Asking to recount for 11 players on the field; Try to be aware of your vocal

tone/delivery.

If you are trying to talk while running, or are really excited, your voice can come across shrill

or very “tinny” sounding, which can make you sound more like a high pitched dog whistle

and very difficult to understand.

Be aware that you can’t start talking the moment you push you talk button – often there is a

delay in transmission, and you may be on the fourth word of your explanation, but the other

official may only be hearing the fourth word because the first three did not get transmitted

cleanly.

This outline is developed from many situations and processes that we have developed the

last 4 years from on field experiences that we have encountered and many times made

mistakes.

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COMMUNITY COLLEGE

FOOTBALL OFFICIALS ASSOCIATION

(THE ORGANIZATION)

Part 2

Exceptions to 2020 CCA Mechanics

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Contents of this page will be CCFOA Exceptions to the 2020 CCA Mechanics Manual. These minor changes are to either reflect actual process for administrative issues or philosophies/mechanics that are appropriate for the game at our level Pre-Game Meeting with Game Support Staff (timers, chain crews etc)

• Changed timing to interval between 35 to 50 minutes prior to kick off and will usually occur on

the field. (See page 7 of Supplemental Guidelines) Keys on free kicks, (Team A kicking team members)

• FJ and SJ will focus on one, two and three from their respective sidelines. Player number one will not be a point of focus unless he moves in toward field to engage the first group of blockers. If number one is unchallenged, FJ/SJ will focus on contact that occurs with

numbers two and three. (See page 11 Item #1 of Supplemental Guidelines)

Legal Forward Pass Play

• Linesman and Line Judge will hold the line of scrimmage until pass is thrown. (See page 14 Item D of Supplemental Guidelines)

• Ruling on backward or forward pass thrown toward the sideline will be the responsibility of

the flank official which direction the pass is thrown toward. (See page 21 Item #8 of Supplemental Guidelines)

Scrimmage Kick

• If kick goes out of bounds in flight beyond the line of scrimmage, the deep official will move to the inbounds spot and sell the call. Referee will concentrate on the players between the referee and umpire after the kick has been made. This is a key area for targeting fouls

against a defenseless player. (See page 13 Item E-1 of Supplemental Guidelines) Spotting Football at Dead Ball Spot

• The vast majority of the game the umpire will be responsible for getting the ball spotted at the

succeeding spot. The referee generally will not spot the ball between downs. (See page 16 Referee Section and page 17 Umpire Section of Supplemental Guidelines)

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COMMUNITY COLLEGE

FOOTBALL OFFICIALS ASSOCIATION

(THE ORGANIZATION)

Part Three

CFO Philosophies

of Officiating

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Ball-Spotting 1. The ball can be placed on a yard line to begin the next series after a change possession. For example, if a punt return ends with the ball between team B’s 33- and 34-yard lines, move the ball forward to team B’s 34-yard line. At all other times, the ball is placed where it became dead. (Exception: If the change of possession occurs on a fourth-down running or passing play, the ball will be left at the dead-ball spot to begin the next series.) 2. If a punt is downed inside the B5 yard line, the ball will be left on that spot and NOT moved to the nearest yard line.

Line of Scrimmage 1. Officials will work to keep offensive linemen legal and will call a foul only when obvious or when a warning to the player and a subsequent warning to the coach are ignored. Don’t wait till the fourth quarter to enforce the rule. (SG Page 25, D-1) 2. If the offensive player is lined up with his head clearly behind the rear end of the snapper, a foul will be called without a warning. (SG Page 25, D-1) 3. Don’t be technical on an offensive player who is a wide receiver or slot back in determining if he is off the line of scrimmage. When in question, it is not a foul. (SG Page 25, D-3) 4. Wide receivers or slot backs lined up outside a tight end will be ruled on the line of scrimmage and covering the tight end if there is no stagger between their alignments. If in question, the tight end is not covered up. 5. When in question regarding player position on movement by the defense into the neutral zone which causes the offense to move, a player is moving toward the offensive player. This protects both that player and the two adjacent offensive players. (SG Page 25, D-6) 6. Anytime a defensive player initially aligned tight to the line of scrimmage jumps forward and there is a question whether he was in the neutral zone and the appropriate offensive player(s) moves, shut the play down and penalize the defense. 7. Anytime a defensive player shoots the gap, and there is a question as to contact, err on the side of offside and shut the play down to avoid a free shot on the quarterback. (SG Page 25, D-6) 8. Formations during the execution of a trick or unusual play have the highest degree of scrutiny and should be completely legal. (SG Page 25, D-5) 9. When in question, a quick or abrupt movement by the center or quarterback is a false start.

Fumbles 1. When in question, the runner fumbled the ball and was not down. (SG Page 25, Item C) 2. When in question regarding whether the quarterback passed or fumbled, it will be ruled a fumble. (However, if passing arm is above the shoulder and in throwing motion, see SG Page 21, C-7)

Defensive Pass Interference Actions that constitute defensive pass interference include, but are not limited to, the following six categories. (SG Page 21, Items A-F)

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1. Early contact by a defender who is not playing the ball is defensive pass interference provided the other requirements for defensive pass interference have been met. 2. Playing through the back of a receiver in an attempt to make a play on the ball. 3. Grabbing and restricting a receiver’s arm(s) or body in such a manner that restricts his opportunity to catch a pass. 4. Extending an arm across the body (arm bar) of a receiver thus restricting his ability to catch a pass, regardless of whether or not the defender is looking for the ball. 5. Cutting off or riding the receiver out of the path to the ball by contacting him without playing the ball. 6. Hooking and restricting a receiver in an attempt to get to the ball in such a manner that causes the receiver’s body to turn prior to the ball arriving.

Offensive Pass Interference

Actions that constitute offensive pass interference include but are not limited to the following four categories: (SG Page 22, Items A-C) 1. Initiating contact with a defender by shoving or pushing off thus creating separation in an attempt to catch a pass. 2. Driving through a defender who has established a position on the field. 3. Blocking downfield during a pass that legally crosses the line of scrimmage. 4. Picking off a defender who is attempting to cover a receiver.

Not Offensive Pass Interference 1. Offensive pass interference for blocking downfield will not be called if the passer is legally grounding the ball out of bounds, near or beyond the sideline. (SG Page 22, Item D) 2. Offensive pass interference will not be called on a screen pass when the ball is overthrown behind the line of scrimmage but subsequently lands beyond the expanded line of scrimmage (up to three yards) and linemen are blocking downfield, unless such blocking prevents a defensive player from catching the ball. 3. It is not offensive pass interference on a pick play if the defensive player is blocking the offensive player when the contact occurs and doesn’t make a separate action, or if the contact occurs within one yard of the line of scrimmage. (SG Page 22, Item D)

Other Passing Situations 1. When determining if an untouched pass is beyond the line of scrimmage, the neutral zone will be expanded one yard. (SG Page 20, C-4) 2. When in question on action against the passer, it is roughing the passer if the defender’s intent is to punish.

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3. The quarterback can throw the ball anywhere if he is not under duress, except spiking the ball straight down. The clock is not a factor. Exception: Rule 7-3-2-e allows the quarterback to spike the ball to stop the clock. 4. An uncatchable pass must be blatantly uncatchable in order to disregard a foul for pass interference 5. If the quarterback is outside the tackle box and is throwing the ball away to avoid a sack, when in question as to whether the ball is beyond the neutral zone, it is beyond the line. Don’t be technical. 6. If the passer is contacted after he starts his passing motion, then it may be ruled no intentional grounding due to this contact. 7. If the passer is contacted clearly before he starts his passing motion, then there will be a foul for intentional grounding if there is no eligible receiver in the vicinity or if the pass does not reach the line of scrimmage after the quarterback has been outside the tackle box. 8. If an interception is near the goal line (inside the one-yard line) and there is a question as to whether possession is gained in the field of play or end zone, make the play a touchback. (SG Page 21, Item D) 9. If the passer is legally throwing the ball away out of bounds, near or beyond the sideline, do not penalize the offense for having ineligible players downfield.

Blocking 1. Takedowns at the point of attack, those in the open field, within the tackle box and affecting the result of the play create special focus and should be called in those situations. (SG Page 23, Background Item 3) 2. If there is a potential offensive holding but the action occurs clearly away from the point of attack and has no (or could have no) effect on the play, offensive holding should not be called. 3. If there is a potential for defensive holding but the action occurs clearly away from the point of attack and has no (or could have no) effect on the play, defensive holding should not be called. Example: A defensive back on the opposite side of the field holding a wide receiver on a designed run play to the other side. 4. For blocks in the back, if one hand is on the number and the other hand is on the side and the initial force is on the number, it is a block in the back. The force of the block could be slight and still a foul if the contact propels the player past the runner or prevents him from making the play. If the force is clearly on the side; it is not a foul. If the blocker is in a “chase mode” all the action must be on the side. (SG Page 26, Item E) 5. Blocks that start on the side and subsequently end up in the back are not fouls as long as contact is maintained throughout the block or forcible contact that involves player safety. 6. Blocks in the back that occurs at or about the same time a runner is being tackled shall not be called, unless they are personal foul in nature. 7. A grab of the receiver’s jersey that materially restricts the receiver and takes away his feet should be defensive holding if other criteria are met, and could also be defensive pass interference. 8. Holding can be called even if the quarterback is subsequently sacked and there is an element of time between the foul and the tackle.

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9. Illegal block in the back can still be called on fair catches, but not if the illegal block occurs away from the play as the fair catch is being made or the touchback occurs and contact is slight (personal foul type actions should always be called). (SG Page 26, Item E) 10. Blocks in the back that are personal fouls in nature should be called regardless of their timing relative to the runner being tackled. 11. Rarely should you have a hold on a double team block unless there is a takedown or the defender breaks the double team and is pulled back. (SG Page 24 Judgement Criteria) 12. When in question if an illegal block occurs in the end zone or field of play, it occurs in the field of play.

Kicking Play 1. The kicker’s restraining line on onside and short pooch kickoffs should be officiated as a plane. Any player (other than the kicker or holder) breaking the plane before the ball is kicked should be called for offside. (SG Page 19, Item I-A) 2. On a kickoff that results in a touchback, there is no foul for an illegal wedge formation. 3. Illegal block in the back can be called on fair catches, but not if the illegal block occurs away from the play as the fair catch is being made, or the play results in a touchback and contact is slight. (Note: Personal fouls should always be called.) 4. Blocks in the back that are personal fouls should be called regardless of their timing relative to a fair catch. 5. It shall always be roughing the kicker if there is forcible contact to the plant leg, whether that leg is on the ground or not. It shall be running into the kicker if a defender simply "runs through" the kicking leg. (SG Page 19, Item II-A) 6. All other contact shall be based on the severity and the potential for injury to the kicker. 7. When in question a foul by the receiving team on a scrimmage kick occurs AFTER the kick.

Plays at the Sideline 1. If legal contact occurs before the runner has a foot down out of bounds, consider it a legal hit. (SG Page 20, B-1) If the runner has obviously given himself up very near the sideline and the forcible contact is an attempt to punish, a foul should be called. 2. If the whistle has blown and a runner continuing to advance down the sideline has eased up, contact by the opponent against the runner is a foul. Officials should be alert and be sure any action is not part of the initial play before calling a foul. 3. When in question as to whether the runner stepped out of bounds, officials should rule the runner did not step out of bounds. 4. Substitution mechanics will be used in a situation in which a play ends with Team A players going out of bounds into their own team area.

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Scoring Plays 1. When in question, it is not a touchdown. 2. When in question, it is not a safety. 3. A non-airborne runner crossing the goal inside the pylon with the ball crossing the goal line extended is a touchdown.

Personal Fouls 1. If action is deemed to be “fighting,” the player must be disqualified. 2. When in question if an act is a flagrant personal foul or fighting, the player is not fighting. 3. Players committing flagrant personal fouls must be disqualified. 3. When in question regarding hits away from the ball near the end of the play, consider it a dead-ball rather than live-ball foul.

Unsportsmanlike Conduct 1. Allow for brief, spontaneous, emotional reactions at the end of a play. 2. Beyond the brief, spontaneous bursts of energy, officials should flag those acts that are clearly prolonged, self-congratulatory, and that make a mockery of the game. 3. A list of specifically prohibited acts is in Rule 9-2-1 (a) thru (k). That list is intended to be illustrative and not exhaustive. All agree that when those acts are clearly intended to taunt or demean, they should be penalized. 4. Spitting on an opponent requires disqualification.

Game Clock

1. Any time loss due to the clock being started erroneously, such as when a dead-ball foul is called, the clock must be adjusted. 2. As a guideline, referees should consider invoking Rule 3-4-3 when the game clock is under five minutes of each half. 3. When in question, whether an UNS is a live ball or dead ball act, it is a dead ball foul.

Miscellaneous • The ankle or wrist are considered part of the foot or hand, respectively and do not make a runner down

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COMMUNITY COLLEGE

FOOTBALL OFFICIALS ASSOCIATION

(THE ORGANIZATION)

Part Four:

Administrative

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CHAIN CREW PROCEDURES

The following standard set of instructions to box men and chain crews has been adopted so that all crews will operate under the same set of procedures in NCFA football games. Top performances by box men and chain crewmembers are essential to the administration and conduct of games, and all shall carefully observe these instructions.

PRE-GAME DUTIES

1. Home management is to appoint the box men and chain crews. They will wear uniforms designated by the home school; with contrasting slip over jackets or vests to distinguish them from game officials and other sideline occupants.

2. Chain crew personnel shall report to the Linesman and Line Judge on the field no later than

forty (40) minutes before game time. He will discuss this set of instructions thoroughly with the chain crew. The Linesman shall then make certain the chains and the official down box have been placed on the sideline opposite the press box, with the auxiliary box on the other side of the field, and that all are in good working condition. If available, a spare set of chains should be located on the Linesman’s side of the field.

3. Chainmen and box men shall meet the Linesman on the sideline opposite the press box five

(5) minutes before game time and also five (5) minutes before the end of halftime intermission.

GAME PROCEDURES

1. Members of the chain crew must act only on the Linesman’s or Line Judge’s instructions,

not moving until signaled to do so by the Linesman, and then quickly to new positions. Exception: The chain crew will be instructed to remain in place if they see a flag even though signaled to move.

2. When a runner or pass receiver is going out of bounds and in his (their) immediate vicinity,

the involved chainman (and/or box man) should move backward taking the stake (or box) out of the area to prevent possible injury to players. The chainman away from the play should hold his spot if possible.

3. The Linesman or Line Judge will personally set the spot of all first downs by going to the

sideline and marking, while facing the field of play, the exact spot where the rear stake will be set. The forward chainman will then be sure the chain is extended to its full length before setting his stake.

4. The box man (chain side) on every new series of downs will set the box at, and in front of, the

rear chain stake. The clip person will place a clip on the chain at the point where the nearest five (5) yard line intersects the chain. The box must be held in an upright position at all times with the down correctly shown. The entire crew will back away from the sideline to the six-foot reference points (or six feet) and reset the chains and box. The clip person will set the chain and allow each stake person to pull the chain tight. The Linesman must impress upon the crew the importance of accurately setting the chains straight back off the sideline.

5. The box man is to show the number of the down just completed and shall not indicate the

new down until so notified by the Linesman or Line Judge. On instruction from the Linesman

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or Line Judge, he will move the box to the new position (six feet away from the sideline) with the marker placed at the forward point of the ball and then change to the correct down.

6. On all measurements for a first down, when the chains are moved onto the field, the box man

(chain side) is to place his box in the spot of the front stake until a new series of downs has been declared or the chain is returned to its previous position. Exception: If a penalty was called on the previous play, the box must remain at the previous spot.

7. The position of the alternate box man on the press box side of the field is not official and he

will set his auxiliary box (six feet of the sideline) so that his position agrees with the official indicator. The alternate box man is to delay moving until after the chains have been set and the ready for play signal on the succeeding down is given by the Referee. It is important that the box man on the side opposite the chain crew hold the previous spot on all long passes, runs and kicks so that this spot will be available in case of need to return to it. The chain crew will, therefore, move immediately on the Linesman’s or Line Judge’s signal, with the box man on the opposite side of the field delaying until the ready for play signal is given and he is sure no foul has been called on the previous play.

8. In addition to the chain and down indicator on the side away from the press box, NCAA

institutions may use a ground target marker. The ground target marker will be placed approximately 6 inches in front of the forward stake, perpendicular and adjacent to the sideline by the member of the chain crew carrying the front “stake” of the chain. On the press box side, in addition to the auxiliary box at the line of scrimmage, a ground target marker will be operated. The sideline crew member operating the auxiliary box or another person will also be equipped with a ground target marker which will be placed on the ground approximately 6 inches in front of the forward stake, perpendicular and adjacent to the sideline. The auxiliary box and ground target markers will be unofficial. No additional field markings are needed for this procedure.

9. The box men will place the down indicator the line of scrimmage (six feet off the sideline) on

all try for point situations. This will aid players and officials in determining the line of scrimmage on plays toward the sidelines. The chains are to be laid down outside the limit line.

10. Whenever a first down is established inside the opponents’ ten-yard line, the chains are to be

laid down outside the limit line and only the down indicator will be used. A clip should be attached to the chain for the first down should it become necessary to return to that spot.

11. If the sideline becomes crowded and the chain crew does not have room to efficiently

discharge its duties, the crew is to notify the Linesman or Line Judge immediately so that he may call a timeout and clear the sidelines before allowing the game to proceed.

12. If the game is delayed for any reason, the chain crew will remain with the officials.

13. Football is a game of “inches” and complete concentration of the chain crew is absolutely

necessary if it is to discharge its duties effectively. The chain crew must refrain from showing any reaction to the events taking place on the playing field. It must be prepared to act immediately on the instructions of the Linesman so that players, coaches, writers, commentators and statisticians will know the exact situation concerning down and line to gain.

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CHAIN CREW INSTRUCTIONS (For possible distribution to chain crew)

1. Act only on the Linesman’s or Line Judge’s instructions. Do not move until signaled to do so

by the Linesman, and then move quickly to new positions unless you see a flag.

2. When a runner or pass receiver is going out of bounds in your immediate vicinity, move backward taking the stake (or box) out of the area to prevent possible injury to players. The chainman away from the play should hold his spot if possible.

3. The Linesman or Line Judge will personally set the spot of the rear chain stake on all first

downs. The forward chainman will be sure the chain is extended to its full length before setting his stake.

4. The boxman (chain side) on every new series of downs will set the box at, and in front of, the

rear chain stake. The clip person will place a clip on the chain at the point where the nearest five (5) yard line intersects the chain. The box must be held in an upright position at all time with the down correctly shown.

5. The entire crew will back six feet away from the sideline and reset the chains and box. The

clip person will set the chain and allow each stake person to pull the chain tight. Accurately setting the chains straight back off the sideline is critical.

6. The boxman is to show the number of the down just completed. Do not indicate the new

down until so notified by the Linesman or Line Judge; then, move the box to the new position with the marker placed at the forward point of the ball and then change to the correct down.

7. On all measurements for a first down, when the chains are moved onto the field, the boxman

(chain side) is to place his box in the spot of the front stake until a new series of downs has been declared or the chain is returned to its previous position. Exception: If a penalty was called on the previous play, the box must remain at the previous spot.

8. The alternate boxman will set his box, six feet off the sideline, so that his position agrees with

the official indicator. The alternate boxman is to delay moving until after the ready for play signal for the succeeding down has been given by the Referee. The alternate boxman must hold the previous spot on all long passes, runs, kicks, and at the end of the first and third quarters so that this spot will be available in case of need to return to it.

9. A ground target market will be placed approximately 6 inches in front of the forward stake

adjacent to the sideline by the member of the chain crew carrying the front “stake” of the chain. The auxiliary boxman or another person will also place a ground target marker adjacent to the sideline at the line to gain.

10. The boxmen will place the down indicator on the line of scrimmage (six feet off the sideline)

on all try for point situations. The chains are to be laid down outside the limit line.

11. Whenever a first down is established inside the opponents’ ten-yard line, the chains are to be laid down outside the limit line and only the down indicator will be used.

12. If the sideline becomes crowded and the chain crew does not have room, notify the

Linesman or Line Judge immediately so that he may call a timeout and clear the sidelines.

13. Refrain from talking with players, coaches or other persons on the sidelines and from showing any reaction to the events taking place on the playing field. Be prepared to act immediately on the instructions of the Linesman.

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BALL PERSON PROCEDURE AND INSTRUCTION (For possible distribution to Ball Persons)

It is important that each crew instructs and work with Ball Persons uniformly throughout the season. Consistency from all our officials is an expected mechanic. The FJ and SJ will instruct the Ball Persons at their pregame meeting. Ball Persons must be at least 16 years of age. The meeting with Ball Persons shall take place on the field in the home team’s bench area. This should occur about 50 minutes before kick off. Ball Persons will be in uniform (e.g., pull over vest in orange or red, etc.) that distinguishes them from other game administration persons. Content of Meeting with Ball Persons (by FJ with SJ): 1) Introduce yourself and record first names of Ball Persons on your game card. Specify the side of

the field you will be working. Tell Ball Persons the name of the official working opposite you.

2) Assign persons to side of field they will be working. Try to pair an experienced person with one with less experience. If you have more than four Ball Persons, assign extras to be 'shuttle' runners.

3) 'Pep Talk' to Ball Persons about their importance to the orderly flow and administration of the

game. Make them feel important to the game's success. Be sure they understand the need to focus on the game with their undivided attention without being distracted or expressing partially to either team.

4) If raining or wet field conditions, make sure they have enough towels to aid in drying balls. Also,

we may need a new dry ball for each down when we are using 'wet ball' mechanics.

5) Give Ball Procedures to Ball Persons: (Generally each team will have their footballs on their side of the field only. Adjust the following comments when necessary to reflect the fact that when the ball persons “team” is on offense, you will use need him on every play!!)

a) Prior to game, FJ and SJ will need a ball from the team on their sideline for the coin toss.

b) For normal scrimmage plays, one Ball Person positioned slightly ahead of the line of scrimmage, another Ball Person positioned 10 yards down field. Stay away from players when possible and stay at least 6 feet from sideline when the ball is in play.

c) For free kicks, position Ball Persons near 30-yard line of receiving team for normal kickoffs

(at about 50-yard line for free kick after a safety). Adjust position if there is a penalty.

d) Ball Persons shall carry one ball from each team with them. Keep a ball of the team in possession in throwing hand. If Ball Person is a member of a team, he will handle his team’s footballs only.

e) When play ends on your side, come to sideline holding correct ball up and in front so official

can see it. DO NOT come onto field. Relay or hand ball to official on his request.

f) A new ball will be required when a play ends between the numbers and sideline. If ball goes out of bounds, we will need any ball to spot at sideline. The correct ball will then be relayed into field of play for spotting at the hash mark for the next play.

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g) If ball goes out of bounds on pass or run, we will bring in a new ball from that sideline. The

other Ball Person should retrieve the old ball if necessary.

h) Ball Persons retrieve all balls out of bounds and some long passes away from all players and after the play is over.

i) Tell your Ball Persons which mechanic you will use after a change of possession - ball

always coming in from the side of field with the team that will next put the ball in play.

j) After any try or successful field goal, UMP will come to side of scoring team to get a ball for the next kickoff. Be at 15-yard line to complete this exchange. Give UMP a ball of the team that will next kick off.

k) Try to keep at least two balls of each team on both sides of field. Use 'shuttle' persons, if

available, to keep this balance. Extra Ball Persons can assist in retrieving kicked balls after field goals and trys, even if the ball goes into the stands.

l) Give last used ball to Ball Persons before leaving field when the first half and game ends.

m) Ball Persons will be responsible for balls at halftime. Keep balls in team bags and be ready when officials come back onto field for 2nd half (5 minutes before 2nd half kick off). FJ will get a ball from Ball Persons for the 2nd half kick off.

n) Instruct Ball people to make sure all balls are returned to each team in their team bags after

the game is over. We should be consistently thorough in our meetings with the Ball Persons throughout the season. Even with an experienced set of people, avoid rushing instructions. For new Ball people, be patient and do not leave a point until it is understood. It is a good idea to provide newer people with a Ball Persons Instruction Sheet for them to study.

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40/25 Second Play Clock

Summary

The game official(s) will declare the ball dead and indicate the end of a down through one of the following signals:

1. Raised arm held directly over his head;

2. Incomplete signal;

3. Stop the clock signal;

4. Wind the clock signal (on plays ending near the sideline)

When the end of the down is signaled, the 40 second play clock should be activated. Once activated the 40 second play clock will run until the ball is next snapped or if the play clock runs down to :00 prior to the next snap (delay of game). The 40 second play clock will always be used after each down unless the GAME CLOCK and game action is halted for the following situations:

A. To administer a penalty;

B. A charged team time out is taken;

C. The chains are brought on the field to measure for a first down;

D. The down ends with a change in team possession (interception, fumble recovery, kick play);

E. Try for point after a touchdown;

F. Start of a new period;

G. The first play of each series in overtime;

H. Free kick after a score (touchdown, successful field goal, or safety);

I. Offensive team’s helmet comes off;

J. Injury to offensive team player;

K. Media timeout;

L. Administrative stoppage (equipment becomes illegal, clock malfunction or reset, chains

become broken, certain situations related to 10 second run off rules)

For each of the instances in “A through L” above the GAME CLOCK and game action must be stopped by the official(s) using the “stop the clock” signal, and at which time the play clock will be manually set to 25 seconds. The 25 second play clock will then start ONLY with the referee’s ready for play signal. The 40 second play clock can be running even though the game clock has been stopped. Normal game situations where this would occur include:

• Team A is tackled in bounds beyond the line to gain, and when the down ends (based on an

official’s “stop the clock signal”) the 40 second play clock will be set and started although the

game clock has been stopped to move the chains;

• Team A’s runner goes out of bounds, and when the down ends the official will give the “stop

the clock signal” which will stop the game clock, but the 40 second play clock is immediately

set at 40 and started;

• Team A’s forward pass is incomplete, and when the down ends with the covering officials

“incomplete” signal that signifies the game clock will stop, but the 40 second play clock will be

immediately started.

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There are also situations where the down ends, the 40 second play clock is started, and then there is a stoppage of the game clock as outlined in A through L above. In those instances, the REFEREE will give the “reset the play clock” signal which indicates the play clock should be set at 25 seconds. This reset of the play clock to 25 seconds is accomplished when the referee pumps one hand upward over his head. This outline provides a general summary related to the 40/25 play clock and the NORMAL game situations which will regularly be encountered during a game. The primary consideration in relation to the play clock is the play clock normally is operated based on 40 seconds, unless one of the examples outlined in A through L occur. It is always the responsibility of the game officials to monitor the play clock situation and insure the timer has properly administered the play clock according to the game situation. The play clock operator is not authorized to make changes to the play clock outside the prescribed procedures above.

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GAME CLOCK OPERATOR PROCEDURES

The game clock is the official game timepiece. The assigned game clock operator (Timer) will work

under supervision of the Side Judge. Timer will report to Side Judge on the home team’s sideline 40 minutes before game time for instructions. Discuss with them procedures for field to press box communications. This includes location of Timer in press box and location of field phones for press box communication.

During pregame meeting, SJ gives other officials correct time. Confirm game start time and length of

halftime with home management. If TV or Radio game, coordinate with Liaison person and Referee, making sure all agree on the number of TV/Radio timeouts per quarter and length of TV/Radio timeouts. Tell REF and UMP when to meet with coaches. Notify crew when time to go onto the field. Carry or wear extra watch with you during the game. Items to cover with Game Clock Operator are:

1) Synchronize SJ's watch with Timer's watch. Make sure Timer has an extra timing device or stopwatch if Timer needs to MANUALLY time the game by hand if game clock breaks. Side Judge WILL NOT time game on the field. Timer must then locate himself on the sidelines near

the SJ as long as he has to manually time the game.

2) Find out if the clock is working properly. Note any problems or situations (e.g., parts of clock not working, Timer cannot wind clock up - only down, blind spots on field, etc.). Tell Timer a horn or buzzer should not sound when clock runs down to '00' and a play is still in progress. Horn or buzzer should only go off after last play of a quarter is over. It may be necessary to turn off the horn or buzzer function (if possible) to prevent it from going off prematurely.

3) Field clock is to start running down 60 minutes before game start. When the game clock reaches

one (1) minute prior to kick off for EACH half, have Timer reset to 15 minutes - normal time for a quarter. FJ times the one-minute before kickoff for each half.

4) Discuss with Timer the standard officials’ signals that affect the clock (when to start or stop clock).

The game clock is to start or stop solely on signals from the officials. The Timer IS NOT to anticipate a timing rule and start or stop the clock on his own.

5) When first and third quarter ends, reset clock to 15 minutes after Referee signals end of quarter

(ball held over head).

6) Reset clock to 20 minutes for halftime count down immediately after the 2nd quarter time expires. Immediately find the Referee, as he will give the Wind-the-Clock signal as soon as he can confirm there are no fouls requiring the quarter to be extended. Game clock is the official time for timing halftime period.

7) Discuss how Timer will communicate to field officials when there is a clock problem. This could be

done via public address announcement. If clock is no longer official game timepiece, have Timer come down to the field to time game. Both coaches are to be notified immediately when the game clock breaks and time is to be kept on the field.

8) Should game clock become operative after a malfunction, SJ shall give timing duties back to

Timer. This includes telling Timer of time remaining in the half.

When SJ gets onto field before start of game, test to see if field phones are working and that SJ can communicate with the Timer in the press box

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GAME CLOCK OPERATOR INSTRUCTIONS (For possible distribution to Game Clock Operators)

The Game Clock Operator should meet the Side Judge on the home team’s sideline 40 minutes prior to kick off.

1) Synchronize your time with Side Judge's time. Carry extra timing device or stop watch in case you need to MANUALLY time the game by hand if game clock fails to work.

2) Insure game clock is working before game. Note any problems or situations and give this

information to the Side Judge before game. If the clock has a horn or buzzer feature, make sure it does not go off during action of the last play of a quarter. Horn or buzzer should only sound after all action of the last play of a quarter is over (ball is dead). It may be necessary to turn off the horn or buzzer function, if possible, to prevent the buzzer from sounding while the last play of a quarter is in progress.

3) Start game clock running down 60 minutes before kickoff. Be ready to start this count down on

Side Judge's signal.

4) Make sure you understand official signals that indicate the starting and stopping of clock. Start or stop the clock based solely on signals from the officials. DO NOT anticipate a timing situation and take it upon yourself to start or stop the clock.

5) Ask Side Judge if you are unsure. DO NOT anticipate clock stopping or starting. Wait to get

proper signals from field officials.

6) At the end of the first and third quarters, reset clock to 15 minutes after Referee signals end of quarter by holding ball over his head after time runs out in a quarter and all action has stopped.

7) Reset clock to 20 minutes for halftime count down immediately after the 2nd quarter time expires.

Immediately find the Referee, as he will give the Wind-the-Clock signal as soon as he can confirm there are no fouls requiring the quarter to be extended. Game clock is the official time for timing halftime period.

8) During pregame meeting tell Side Judge how you will contact him should a clock problem arise.

Be prepared to come down to the field to manually time the game in case the game clock becomes inoperative.

9) If game clock becomes operative after a malfunction, Side Judge will give timing duties back to

you. This includes you informing the officials after each play within 5 minutes remaining in the half.

10) Be prepared for Side Judge trying to talk to you in the press box before game starts. This is to

see if field phones are working properly and the two of you can communicate during the game should a timing problem arise.

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COMMUNITY COLLEGE FOOTBALL OFFICIALS ASSOCIATION PROCEDURE FOR EJECTIONS A. Reporting an Ejection-During the Game

1. If a player is ejected from the game, the referee will take an official’s time out. 2. The referee and deep official (on the offending team’s sideline) will escort the player to the

sideline. 3. Together the referee and deep official will inform the coach of the ejection, what act or action

occurred to precipitate the ejection, and the player’s number. 4. The referee must be very precise regarding the reason for the ejection. He must clearly state

if the ejection is the result of:

a. Fighting under NCAA rules; b. A personal foul as defined by NCAA rule; c. A personal foul deemed as a FLAGRANT ACT per “The

ORGANIZATION”/NCFA philosophy; d. An unsportsmanlike act or the second unsportsmanlike act

5. The referee will remind the coach that by NCFA by-laws, the ejected player (or persons) must be removed immediately from the stadium.

6. The referee will present the exact description as outlined in the four choices above, and then return to the field to resume the game. Do not linger to have a debate or discuss the merits of the call.

B. During the Game – Recording Unsportsmanlike Fouls.

1. If a player is called for an unsportsmanlike act, the deep official on the offending team’s sideline will report the foul to the coach.

2. The deep official will also inform the coach that one more unsportsmanlike foul against the same player during this game will result in an ejection by rule.

3. Whenever an unsportsmanlike foul occurs, the line judge will note the player and number on his card regardless of who made the call. This insures that a second foul on the same player will not be missed.

C. Reporting an Ejection - Reports Required After the Game

1. The referee will note the player ejected and the reason for the ejection on his game report (See 4 above).

2. The referee and the official who ejected the player each will a send a brief email report regarding the ejection.

3. These email reports will be sent to Dave Curschman ([email protected]) by 10:00AM the day after the game.

It is critical that this information is concise and accurate regarding the reason for the ejection in order for the NCFA to administer post game discipline. DO NOT CREATE confusion by reporting inaccurately to the coach or in your post game reports

D. Player Actions Which Result in An Ejection:

1. Fighting under NCAA definition 2-32. If a player slugs, punches, or swings (even if he misses) he will have met the criteria for fighting and will be ejected. Remember by NCAA rule, if the opponent baited the player, he too can be ejected for fighting even though he did not physically threaten the opponent.

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2. Unsportsmanlike fouls under section 9-2-1. The second foul by the same player is an automatic ejection under NCAA rules. A player spitting on an opponent or coach will be ejected immediately under “The ORGANIZATION” and NCFA guidelines.

3. Personal fouls under rule 9-1 can be ejected if the act is deemed to be flagrant. (Intentionally throwing an opponent to the ground after the down is over).

4. Flagrant Personal Fouls against a defenseless player as defined by “The ORGANIZATION” and NCFA guidelines.

COMMUNITY COLLEGE FOOTBALL OFFICIALS ASSOCIATION

Responsibilities of The Area Representative

The position of the Area Representative (“Area Rep”) is critical as a liaison to the independent contractors who will be working football games for “The ORGANIZATION”. The position has a key leadership role in assisting “The ORGANIZATION” with the implementation of the programs that will continue the growth of each and every official and “The ORGANIZATION”. The responsibilities of the position are listed below. In accepting this position, it is imperative that the Area Representative is available and fulfills the requirements as defined. The communication and integration of the education program is dependent on the Area Representatives commitment.

Development and Recruitment of Potential Officials 1. The area representative will coordinate the effort with other officials in their region to identify

potential officials who meet “The ORGANIZATION’S” guideline classification as a candidate or prospect.

2. The area representatives will invite candidates and prospects to the OFF-SEASON MEETING as well as the Organization’s summer and in season study sessions.

3. The area representative will assign a mentor to each candidate that is brought into “The ORGANIZATION” to facilitate the candidate’s growth and assimilation.

Area Representatives Meeting

The area representatives agree to attend the meeting typically held sometime between April and June. The focus of this meeting is to present the area representative with the educational material for the meetings. This includes explanation of materials and outlines.

Study Sessions

The area representative will be responsible for conducting at least 5 meetings for the purpose of presentation of “The ORGANIZATION’S” education and training program. The responsibilities include:

1. Securing a facility that is conducive to a meeting including adequate audiovisual equipment to present the training tapes;

2. Setting and informing the group of the meeting date, time and location; 3. Facilitating the discussion of the material as outlined for each meeting and insures that all

information is presented; 4. Taking attendance and forwarding the information; 5. Holding 4 meetings during the summer after the Area Representative’s meeting and the

mandatory clinic. 6. Holding 1 meeting post-clinic and pre-season.

Scrimmages 1. Assign officials to cover the summer scrimmages of the NCFA member schools in the region. 2. Insure officials work the number of assignments as required by “The ORGANIZATION”. 3. Complete the scrimmage assignments by the 10th of August for distribution to the officials.

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There will be other miscellaneous areas of involvement that “The ORGANIZATION” may request the area representatives to be involved or assist with. As outlined above, the responsibilities and importance of this position cannot be understated. The position is by appointment for one year, and is not an offer of employment or other implicit contractual obligation. The Area Representative will receive a stipend for reimbursement of expenses.