Meany s nso survival guide

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1 Meany s nso survival guide NSO atlas Version 3.1 (2015) Based on and containing information from the ROC City Nso manuals and with the approval of gravity kills. They Live on within. By O.N. Meany Defense1798@gmail.com Head nso of: Chautauqua county roller derby Northern Allegheny Roller Derby Rink assassins derby dolls North East ohio Junior NSO for: North East Ohio Roller Girls This is not an Official wftda document. This is a best practices handbook and how we get it done at CCRD, NARD, RADD and NEO JR.

2 Behind every great man there is a great woman. I don t think I am a great man, but I am lucky to have a great woman behind me. Thank you #123 for being the reason I do this. This is dedicated to you because the first time I saw you flying around the track, flashing that smile, I knew where I belonged. O.N. Meany

3 Table of Contents Acknowledgements and Thanks...3 Pick a Job..5 NSO Conduct...6 Outside White Board 8 Line Up Tracker...12 Scorekeeper..18 Score Board Operator...24 Inside White Board...27 Penalty Tracker.33 Jam Timer.42 Penalty Box Timer 48 Penalty Box Manager...56 Penalty Wrangler..67 Head NSO.71 2

4 Acknowledgements and Thanks While I will not take credit for any ideas or information in these pages, I have tried to assemble a guide of best practices that I borrowed from the many different teams I have worked for/with. I have also borrowed heavily from the Gravity Kills/Grief Erikkson Roc City NSO guides, which I consider to be the NSO Bibles. I bow before the authors, humbled. I am not looking to improve upon these works, just merely trying to add my experience and knowledge to theirs. I would like to thank all of the teams and people that have made me what I am today in the world of roller derby. To name a few: North East Ohio Roller Derby (NEO), Chautauqua County Roller Derby (CCRD), Providence Roller Derby (PRD), Rink Assassins Derby Dolls (RADD) and Northern Allegheny Roller Derby (NARD). The people behind the man: The Mad Flasher, 90 Degree Johnson (not only a Derby God, but a great guy), Roo Lyn Forcer (Gives the best Officials Meeting EVER, and taught me a new Ref Hand Signal), Sex, Doug and Rock & Roll (my best friend and biggest fan) and all the NSOs and Refs that ever had to put up with me. All images of the WFTDA StatsBook (April 2014 version) that appear within this manual are copyrighted and appear with permission and courtesy of The Women s Flat Track Derby Association (WFTDA). 3

5 Introduction Welcome to the wonderful world of the Non Skating Official (NSO) and the sport of flat track roller derby. If you are reading this, you might be a veteran NSO, or a brand new volunteer, or somewhere in the middle. This was written with all readers in mind. The world of roller derby changes frequently. Depending on when you read this, there may have been rule changes that need to be accounted for when absorbing the information in this guide. The information in this guide is designed to make you a more knowledgeable NSO to better help your team. Make no mistake that the nerve center of roller derby is the NSO. There is a lot of invisible work that occurs within each game. It is not behind the scenes. It is on the scene work that a roller derby game cannot function without. SPECIAL NOTE: Please note the following rules from the WFTDA Rules dated January 1, The Head Referee may designate NSOs to signal and enforce penalties in situations in which said NSOs are able to observe the penalty. This includes, but is not limited to, obscene, profane, or abusive language directed at said NSOs or another Official (see Section ); removal of safety equipment while in the Penalty Box (see Section ); Penalty Box violations (see Sections , , , and ); and Delay of Game penalties (see Section 5.15) The Head Referee may designate which NSOs are empowered to call penalties, as well as which penalties said NSOs are empowered to call, and the manner in which said penalties are enforced NSOs may only be designated to call penalties pursuant to their officiating role, to their person, or to those around them. For example, no NSO may be designated to call penalties that involve blocks or assists NSOs who are empowered to call penalties in this manner are bound by the same requirements as Referees, per Section Officiating Discretion. Consult your Head Referee about this how pertains to your assigned position. 4

6 Pick a job! How do you know what job you ll be good at? In each job description, I will list the materials and skills which I feel are needed to successfully and accurately perform each position. There are some positions which require your undivided attention throughout each jam. There are some that require a fair amount of math skills, knowing how to operate a stop watch, being able to be heard above the crowd, etc. I think a few of the underlying qualities that every NSO should develop are: being able to work in loud conditions, being able to focus in less than orderly circumstances and committing your attention to the game for 60 minutes, after which time you can surrender your NSO shirt and cut loose in whatever way is legal in the area you currently occupy. I have placed the NSO positions in order of difficulty and challenge, from easiest to hardest. I have also included a rating system using a 4 star ranking for each of the skill categories: Math Skills, Focus, Accuracy, Risk, Stop Watch Operation, Rule Knowledge, and Multitasking. The more stars you see next to a skill category, the more challenging the position will be in that area. The star ranking refers only to derby level skills. For example, if a position has a math ranking of ****, it doesn t mean that you need to know Calculus! It just means that of all the NSO positions, it pretty much is constant adding. Here s a breakdown: I rate the position of Jam Timer as follows: Math Skills 0 Focus **** Accuracy **** Risk * Stop Watch **** Rule Knowledge ** Multitasking * The 4 stars in the categories of Focus, Accuracy and Stop Watch Operation are because Jam Timers are pretty much glued to their stop watches and are really the official time keepers for the game. Roller derby is a game of seconds. One second can mean the difference between running another jam, or simply ending the game. In a very close game, the impact of this position is immense. A Jam Timer really only needs to be familiar with rules that pertain to timing a jam, team and official time outs, and reviews. The Jam Timer is a fairly safe position. After blowing the jam whistle, the timer can move safely out of the way of skaters by standing beside or behind the Inside White Board. There is nothing to add or subtract in this position. 5

7 Now take a look at Score Keeper: Math Skills **** Focus **** Accuracy **** Risk 0 (depending on where the Score Keeper is) Stop Watch 0 Rule Knowledge * Multitasking ** Note the difference in the two positions. The Score Keeper is responsible for keeping their eyes on the Jam Referee at all times (Focus). This position requires a person to accurately add numbers to end up with a jam total. For example, adding to get 23; then add 23 to previous game totals of numbers ranging from 0 to over 400. It is the most math intensive NSO position. Accuracy is mandatory and required as teams use the score to plan game strategies. This is the worst position to make a mistake in. A Score Keeper must communicate with their Jam Referee by using hand signals and with the Scoreboard Operator to keep the score updated. The Score Keeper must also keep a score sheet that reflects the correct score (Multitasking). Scorekeepers really only need a basic working knowledge of rules that pertain to ghost points and scoring. There is no stop watch for this position. So that is how I arrived at my rating system. NSOing is not difficult, but each position requires its own level of demands in each skill category. Conduct What, we have to behave? Yes. You are a game official, representing the teams that are playing as well as roller derby. More importantly, you are representing yourself. At CCRD, NSOs are not permitted to be under the influence of drugs or alcohol or consume alcoholic beverages during a game. This might seem harsh, but many NSO positions depend on quick thinking, accuracy, and being able to stay safe amidst flying skaters. Anything that impairs these actions should not be used during or prior to a game. NSOs should be impartial. To do this, NSOs do not cheer for their team or show favoritism to either team. We are there to do a job, and yes, it is a fun, exciting and sometimes hectic job, but it is a job that needs to be accomplished neutrally. Roller derby is a family event. NSOs should be aware of their language at all times. Use of profanity does not shed a good light on the trusted individuals that officiate a game. 6

8 Be respectful and respected. Roller derby is a passionate sport played by passionate people, on some rare occasions tempers may boil over. If you feel you have been disrespected by a skater, coach, fan or official, notify the Head Referee or Head NSO ASAP! General Advice NSOing can be a lot of fun. You get to be a part of something bigger than you. Please remember that you are there to do a job. It will be tempting to want to watch the game. I ve seen a few NSOs so engrossed in the game that they didn t write down a score or a penalty, or start a stop watch when it needed to be started. Mistakes like these can alter the outcome of the game. Don t let this happen on your shift. If you think you made a mistake, PLEASE tell your Head Referee or Head NSO as soon as you realize it. Don t try to cover it up. Most things in roller derby can be fixed and mistakes will be made even with the most seasoned NSO team. There are no dumb questions in roller derby NSOing. Safety Although I placed this last in the introduction, safety is always the first thing you should be concerned about. Most NSO positions place you in close proximity to numerous skaters moving at various speeds and directions, mostly fast. You are responsible for your own safety as well as the skaters you are here to work with. You need to be all eyes and ears while you re working and while you are walking in skating zones. Be aware of your surroundings, pay attention to objects on the track which a skater can trip over, fluids that a skater could slide on, or fans that encroach on the safety zone. Wear clothing that is comfortable and of neutral color to the two teams playing in the game. You are supposed to be impartial. Most teams will have NSO shirts. Remember to give them back after the game. Do not wear anything that can fall off and become a hazard to skaters. Do not wear open toed shoes or sandals; toes react painfully to getting run over by a skater! Have Fun! It s not all work. There s plenty of time for snarking around with officials and skaters! Relax and observe all the things that are happening around you. You are part of a big roller derby machine that can t run with you! 7

9 Math Skills 0 Focus ** Accuracy ** Risk *** Stop Watch 0 Rule Knowledge * Multitasking * Materials: Outside White Board - (Help me stay awake!) 1. Large dry erase board (3 x 2 ), divided into two sections, one for each team by color, with marker and eraser or rag. 2. Player roster with penalty letter code list (usually taped to the back of the dry erase board, this form can actually be found in the stats book after your Head NSO fills it out pre-game). Qualification/Abilities Needed: 1. Fair working knowledge of Referee penalty verbal cues and penalty letter codes. Knowledge of ref hand signals are a plus! 2. Good ability to hear in loud environments. 3. Being able to lift a medium sized dry erase board over your head for a minute. Description and responsibilities: This position is staffed by two NSOs positioned at turn #2 and #4 outside the Referee track. Listen to the Outside Pack Referees (OPRs). If there is a penalty called by one of them, they will skate up to you or closely by you and tell you the call in this order: Color of team, skater number and the penalty committed. Example: Black 7 Cut Track. If you don t hear the call, ask the Referee to repeat it. You will then write the player number and then underneath that, write the penalty code on the appropriate side of the board using the flat, wide edge of the marker (write large and thick, as it needs to be seen by the NSOs (usually the Penalty Trackers or the Wrangler) stationed in the middle of the track). You can use the roster and penalty list to help you. Get noticed. Hold the board over your head, wave it around, jump up and down, whatever you need to do to get the attention of the NSOs in the middle of the 8

10 track. When they see you and note the penalty, they will give you the thumbs up gesture. DO NOT ERASE YOUR BOARD UNTIL YOU GET THE THUMBS UP! If you cannot get the attention of the NSOs in the center, after the jam and when it is safe (beware skaters!), you can run your penalty into the center of the track and tell the NSOs there. Get back to your position as soon as possible! You only have 30 seconds between jams! If a Referee has a penalty at the end of the jam, ask them to skate it into the center. Keep your board down by your side if you are not actively writing a penalty or erasing one, otherwise you will appear to be writing a penalty and will distract the NSOs in the center who will be expecting you to hold up that penalty. During a game, one of my NSOs was writing on the board during a jam and then was still writing when the jam ended. I ran over to get the penalty only to find he had been doodling instead! At the end of the game, return all your gear to the Head NSO. Possible complications: o There will be times when both teams will have a skater with the same number. Check with your Head NSO or Penalty Trackers before the first whistle to verify or alert them to this situation. Pay close attention to TEAM COLOR in call if this situation occurs. o Related to this situation is the possibility that many girls on one team or opposing teams will have similar numbers or similar sounding numbers. Examples include 8I and 81, or 17 and 70. If you are in doubt about a call, do not be afraid to ask the Referee for clarification. Use your roster as well. Write down what you hear and after the jam, you can clarify it with the nearest Referee. Do not wait until the next jam to figure it out. Referees are not required to remember penalties forever! o Be aware of skaters getting knocked out of bounds towards you! Jack be nimble, Jack be quick! Get out of the way of the flying chick! On the following pages are the penalties, verbal cues and penalty letter codes. Tear them out and tape them to the back of the white board, copy them, transfer them to an index card, tattoo them on your forearm, chant them like a mantra, whatever works for you! The more you commit to memory, the faster you will have those penalties ready to beam into the center. 9

11 Appendix 1: WFTDA PENALTY CODES AND VERBAL CUES Back Block (B) Bench Staff Violation (I) Blocking With The Head (H) Clockwise Assist (C) Clockwise Block (C) Cutting (Cut Track) (X) Delay Of Game (Z) Destroying The Pack (P) Direction Of Gameplay (C) Elbows (E) Equipment Violation (I) Failure To Re-Enter Failure To Reform (P) Failure To Return (P) Failure To Yield (I) False Start (I) Forearms/Hands (F) Gross Misconduct (G) High Block (A) Illegal Call Off (I) Illegal Engaging (I) Illegal Positioning (I) Illegal Procedure (I) Illegal Re-Entry (I) Illegal Return (P) Insubordination (N) Interference (I) Low Block (L) Misconduct (G) Multi Player Block (M) Out Of Bounds Assist (O) Out Of Bounds Block (O) Out Of Play (P) Out Of Play Assist (P) Out Of Play Block (P) Penalty Box Violation (I) Skating Out Of Bounds (S) Stalling (I) Stopped Assist (C) Stopped Block (C) Star Pass Violation (I) Too Many Pivots (I) Too Many Skaters (I) Uniform Violation (I) 10

12 APPENDIX 2: WFTDA S PENALTY CODES AND VERBAL CUES (OLD STYLE) The penalty codes and primary verbal cues* for the penalty tracking sheets are as follows: B Back Block I Illegal Procedure H Blocking With the Head L Low Block ( Tripping ) X Cutting ( Cut Track ) M Multiple ( Multi ) Player Block C Direction of Game Play O Out of Bounds Block E Elbows P Out of Play F Forearms ( Hands ) S Skating Out of Bounds A High Block N Insubordination G Misconduct/Gross Misconduct Z- Delay of Game *() = Not official WFTDA verbal cues, but often used erroneously or, in the case of Multi-Player Block, for expediency. Misconduct/Gross Misconduct Misconduct is a major penalty. Gross Misconduct is an expulsion. Some penalties can be called by multiple things. Direction of Game Play, Out of Play, and Illegal Procedure are called by the actual type of action taken. See Below. Direction of Game Play Clockwise Block Stopped Block Clockwise Assist Stopped Assist Out of Play Failure to Re-Enter Failure to Reform Out of Play Block Illegal Return Out of Play Assist Destroying the Pack Failure to Return Illegal Procedure False Start Penalty Box Violation Stalling Too Many Skaters Uniform Violation Illegal Positioning Too Many Pivots Star Pass Violation Interference Illegal Call-Off Bench Staff Violation Illegal Re-Entry Equipment Violation Illegal Engaging Failure to Yield 11

13 Line Up Tracker Body Counter Math Skills 0 Focus *** Accuracy *** Risk *** Stop Watch 0 Rule Knowledge * Multitasking ** Materials: 1. Erasable pen or pencil. 2. Team rosters. 3. Line Up Tracking Sheet. 4. Clipboard. Qualifications/Abilities Needed: 1. Fast, legible writer. 2. Knowledge of player positions. 3. General knowledge of game play, ex: what constitutes a pass, what is a lead jammer, Star Pass and penalties. Description and responsibilities: Your primary responsibility is to write down the 5 players jersey numbers for the team you are tracking just before every jam starts; you will have about 30 seconds to do this. There are three positions: Jammer, Pivot and Blocker. There are boxes on your sheet for each position. Simply write the player number in the appropriate box. Write the number exactly as it appears on the skater s jersey, including letters and numbers. It is more efficient to write the Blockers information first, then the Pivot (they will be wearing the helmet cover with a stripe down the middle). And then the Jammer (they will wear the helmet cover with large stars on it). The Pivot and Jammer will be easier to spot within the pack once the jam starts if you do not get your line up tally completed before the whistle blows and the pack starts moving. 12

14 Be aware of players who get sent to the penalty box. Their penalty may extend into the next jam and it is important that you write their number down as starting the next jam, even if they are in the box. If you can t get all of the player numbers before the jam whistle starts, you can still get them during the jam. Both Line up Trackers will track Star Passes: The Lineup Tracker for the Star Passing team should move to the next row, write "SP" in the Jam column, and update the Star Passing team's new lineup with the Jammer and Pivot numbers reversed (also mark the no Pivot column) and the same Blockers' numbers. Mark all skater Penalty Box exits/entries which occur after a Star Pass in the row with the new Jammer, using the appropriate Box Column Notations. Be sure to hand your equipment and forms to your HNSO at the end of the game. Line Up Tracker Form: This form will be supplied to you by your HNSO. Please write your name on the space marked Lineup Tracker. Notice that there will be at least 2 pages, and there will be sheets for period 1 and period 2. Make sure you are using the appropriate form for the period you are tracking. Write 1 in the box under the word Jam. DO NOT FILL OUT THE JAM NUMBERS AHEAD OF TIME! Write the next jam number only after the current jam has ended. Below is a sample of the how the form should look (hopefully!) before (or shortly after) the first jam whistle of period 1. Team You Are Tracking O.N. MEANY White Jam nopivot Jamm er Box Pivot Box Lineup Tracker Date Color Block er SPF 40 Box Bloc ker Box Bloc ker Box Team Roster QC ZY 123 The Mad Flasher 42 1% Milf SPF 40 QC ZY Sun Scream QC Fruit Zyzyva 13

15 Now, let s say that the team you are tracking does not put a pivot out on the track for jam 2. You simply mark X in the box that reads No Pivot and then write the extra blocker s number (in this case # 123) in the pivot space. Your sheet should look like this: Team You Are Tracking O.N. MEANY White Lineup Tracker Date Color Jam nopivot Jamm er Box Pivot Box X Block er SPF 40 SPF 40 Box Bloc ker Box Bloc ker Box Team Roster QC ZY 123 The Mad Flasher QC ZY 42 1% Milf SPF 40 Sun Scream QC ZY QC Fruit Zyzyva Suppose in the 3 rd jam your team completes a Star Pass. You will now see why you shouldn t fill in all the jam numbers ahead of time! The original Jammer, #SPF40 passed the star to #123. What you do in this case is write SP (for Star Pass) in the next Jam number box, and then write the 123 in the Jammer box and SPF40 in the pivot box, however since there is no longer a Pivot for this team, you will also check the No Pivot box. After this jam you will resume with Jam #4, as shown on the following page. 14

16 Team You Are Tracking O.N. MEANY White Lineup Tracker Date Color Jam nopivot Jamm er Box Pivot Box X SPF 40 SP X 123 Bloc ker SPF 40 SPF 40 Box Block er Box 123 QC ZY 42 SPF 40 Bloc ker Box Team Roster QC ZY 123 The Mad Flasher QC ZY 42 1% Milf SPF 40 Sun Scream QC ZY 42 QC QC Fruit 4 ZY Zyzyva Things can get a little tricky with this next section. You ll notice there are 3 small boxes labeled Box after each space where you ve entered a player s number. These are spaces for you to fill in penalty box activity for the player preceding the boxes. The key codes for these boxes are as follows: Box Column Notations / Skater entered the box this jam. X Skater both entered and exited the box this jam. S Skater began this jam from the box. $ 3 Skater began this jam from the box and then exited the box. Jam was called off due to this skater's injury. 15

17 POP QUIZ!!! What happened here? Take a minute and go jam by jam, the answers are on the next page. Team You Are Tracking O.N. MEANY White Jam nopivot Jamm er Box Pivot Box X 42 2 X SPF 40 SP X Lineup Tracker Date Color Bloc ker SPF 40 SPF 40 Box Block er QC QC 123 QC ZY SPF 40 QC Box / $ X $ Bloc ker Box Team Roster ZY ZY / S 42 X X 123 The Mad Flasher 42 1% Milf SPF 40 Sun Scream QC ZY 42 QC QC Fruit SPF ZY ZY Zyzyva 16

18 Answers: 1. In jam #1, 123 is sent to the box, serves her time and returns to the track. QC and ZY are sent to the box at different times and do not return to the track during this jam. 2. In jam #2, QC begins the jam from the box, and returns to the track. ZY begins the jam in the box and does not return to the track during this jam. QC is sent to the box again and returns to the track in this jam. 3. In jam #3, ZY begins the jam in the box and returns to the track during this jam. 42 is sent to the box twice and returns to the track twice in this jam. 4. This jam was ended due to 123 getting injured. PLEASE NOTE: If a skater starts a jam in the box and you mark an S in the box next to her name, it is permissible to add a vertical line through the S to make $. Do not mark an S then add a $ for any one skater per jam. Simply convert the S to $. **** Some leagues will want the two line up trackers to switch the teams they are tracking for in the second period. If this is the case, make sure you have the correct team paperwork for the second period. AFTER THE BOUT HAND IN YOUR PAPERWORK AND MATERIALS TO THE HNSO!!! 17

19 Math Skills **** Focus **** Accuracy **** Score Keeper - Jammer Accountant Risk 0 (depending on where the Score Keeper is) Stop Watch 0 Rule Knowledge * Multitasking ** Applicable WFTDA Rules: Materials: Qualifications/Abilities Needed: Description and responsibilities: 1. Clipboard. 2. Erasable pens or pencils. 3. Scorekeeping form from stats book (to be supplied to you by HNSO) 4. Calculator. 5. Team color duct tape cloth wristband. 1. Good working knowledge of roller derby scoring and star pass rules. 2. Good ability to communicate with Referees and NSOs. 3. Ability to focus and work accurately in loud areas, amid chaos. Your primary job is to watch your assigned Jam Referee and communicate with him/her through hand signals to relay the number of points scored by your assigned jammer. Write down the points on the score sheet and keep an accurate running tally of total points scored. Communicate with the scoreboard operator so that the scoreboard is accurate. Tips and Tricks: When you are assigned to this position, make sure you introduce yourself to your assigned Jam Referee before team introduction and safety checks. The best time is probably immediately after the Official s Meeting. The purpose of this meeting is 18

20 to verify the hand signals you will be using to designate the number of points that the Jam Referee will be relaying to you. Points scored will be between 0 and 5 (rarely 6, but is possible if the jammer double laps the opposing jammer). I ve found that each Referee will have his/her own signal preference for these numbers. Most Referees will use their index finger to signify 1, some Referees might use the index and middle finger (the peace sign) to signify 2 while I have also seen the index finger and little finger (like the heavy metal horns) used for 2. Take time and go over the signs that are going to be used. In venues where there is low light or the scorekeeper table is far away from the track, I have seen Referees use strips of colored duct tape on their fingers to improve visibility. Be careful if your jammer becomes lead jammer that you don t mistake the Referee s L hand signal for a point scored. Remember that your jammer will not score points until they have made it through the pack the first time. When your Jam Referee holds up his/her number hand signal, it means your jammer has scored that many points. The first points scored during a jam will always be during the second pass no matter how long it takes that jammer to score, or how many passes the other jammer has made. (This will be mentioned again when the score keeper sheet is explained). When your Jam Referee wants to relay point signals to you, s/he will wait until his/her jammer has made it through the pack and when s/he has a clear visual on you. S/he will have his/her hand raised with the hand signal for the number of points scored. S/he will rotate his/her hand, showing you the palm side and then the back of his/her hand. S/he will repeat this action until you mirror the signal back to him/her and nod your head in an affirmative manner. Keep your hand signal raised until you see the Jam Referee nod back, then lower your hand and write the points in the appropriate box on the score sheet. Stay focused on your Jam Referee during the entire jam, as there may be multiple passes made by jammers. If you have a question about the score or points scored during a jam, get your Jam Referee s attention and clarify it after the jam. FAILSAFE: Rule states : If less than two minutes remain on the Official Period Clock during the second period, points awarded or denied in error must be corrected prior to the start, rather than the conclusion, of the following jam. Officials may take Official Timeouts as necessary to ensure that the score is correct prior to the start of such a jam. Check with your HNSO and Head Ref regarding this opportunity. (Personally, having been HNSO in a bout where a scorekeeper had an addition error which I caught when I double checked the sheet during intermission, I recommend verifying and rechecking your math before the last jam is run.) 19

21 The Rule Of Thumb: Say you are scorekeeping for the white team. During a jam, a black team jammer gets a penalty and reports to the box. during the next pass, your Jam Ref holds up four fingers signifying four points... but wait... shouldn't white jammer get a point for the skater in the penalty box? Obviously you need to signal back to that ref that you have a question! How do you do that? Here's the Rule of Thumb: When your Jam Ref flashes you four fingers and you have a question about whether he should have held up five fingers, simply return his signal with 5 fingers, but wiggle your thumb to indicate you have a question about points awarded. If you discuss this method with your Jam Ref before the game, he will skate over as soon as the jam ends and you can verify his points. If a Jammer is awarded points during an initial pass, these should be recorded in the "Pass 2" column in this manner: (Initial Pass Points) + (Second Pass Points) 20

22 Team you are scoring Blue Meany Pinky 1 Date Color Scorekeeper Jammer Ref J A M Jammer 's Number LOST LEAD CALL INJ. NP Pas s 2 Pass 3 Pas s 4 Pass 5 Pas s 6 Pass 7 Pass 8 Pas s 9 Pas s 10 Jam Tota l Gam e Total Score Keeper Form OMG!!! Look at all the boxes! Yikes! Don t worry. I will break down this form and explain each one. 21

23 Starting from the top, if it is not already filled in, write the team name and color of the team you are scoring. Also, fill in your name and the name of your Jam Referee. In the upper right, you will see a large 1. This means that this sheet is used for the first period. The sheet used for the second period will have a 2 in the same box. Make sure you have the right sheet for the team you are tracking and that you are using the correct sheet for the period you are in. 1. Jam: Along the left side of the form you will find this box. All you need to do is write in the number of the current jam. Ex: if it is the first jam of the game, you would enter a 1. If it is the second jam, you would write 2 and so on. DO NOT FILL THESE BOXES OUT IN ADVANCE! I will explain later; just write the number of the jam that is going to occur. 2. Jammer Number: Simply write the number of the skater on your assigned team that is wearing the star panty on her helmet. 3. LOST/LEAD/CALL/INJ/NP: USE X a. Lost: Mark this box if your team s jammer was the first to exit the pack but failed to become lead jammer or has lost Lead Jammer status. This could be due to: i. That Jammer removing the helmet cover for any reason. ii. That Jammer being assessed a penalty. iii. That Jammer having their helmet cover removed by a teammate. iv. Getting a penalty. b. Lead: Mark this box if your Jam Referee blows his whistle, points to your team s jammer, and raises his/her other hand to makes an L shape hand sign with his index finger and thumb. c. Call: Mark this box if your jammer is lead jammer and calls off the jam. d. Injury: Mark this box if the jam is stopped due to an injury to a skater on the team you are scoring. e. No Pass: Mark this box if your jammer does not make it through the pack before the end of the jam. If your jammer does make it through the pack but does not score any points, do not X this box, but do put a 0 in pass #2 box. 4. Pass #2: Write the first number that you see your Jam Referee signal to you in this box for each jam. 5. Pass #3 through Pass #10: Write down subsequent points you get from your Jam Ref. 6. Jam Total: At the end of the jam, add up all the points scored in that jam by your team s jammer and write the total in this box. 7. Game Total: Add your jam total to the game total from the previous jam and write the new game total in the box. Repeat this for every jam until the end of the period/game. 8. (Not Shown) At the end of the period write the last period total in the last box at the bottom right of the form under Game Total. POP QUIZ!!! On the following page is a partially completed score sheet. See if you can deduce what happened. The answers are below the picture. 22

24 JA M Jamm er's Numb er LOST LEAD CALL INJ. NP Pas s 2 Pass 3 Pas s 4 Pas s 5 Pas s 6 Pas s 7 Pas s 8 P as s 9 Pas s 10 Jam Total Gam e Total X X S P 123 X X X X Answers: 1. During jam #1, 123 makes it through the pack first and is awarded Lead Jammer. On her second, third, and fourth pass, she passes 5 of the opposing team s skaters and scores 5 points for each of those passes. She calls off the jam after pass #4. 2. During jam #2, 13 does not make it through the pack first and is not awarded Lead Jammer. She does, however, still score 4 points each during her second and third pass. She then passes the star panty to 123 who also scores four points in pass #4 and three in pass #5 before the jam is called dead due to 123 getting injured (Note how the star pass is documented above. SP is written below the jam number that it happens in, in this case jam is written in the jammer # box and any points she scores will be documented beginning in the pass #4 box. THIS IS WHY YOU SHOULDN T FILL IN JAM NUMBERS AHEAD OF TIME!). 3. During jam #3, 7 does not make it through the pack and the NP box is marked with an X. 4. In jam #4, 21 is awarded lead jammer but loses lead jammer due to reasons stated above. CHECK, DOUBLE, TRIPLE CHECK YOUR MATH!!!! When the game ends, take your completed score sheet and materials to your HNSO. 23

25 Score Board Operator - Mission Control Math Skills * Focus **** Accuracy **** Risk 0 Stop Watch 0 Rule Knowledge * Multitasking *** Materials: Qualifications/Abilities Needed: Description and responsibilities: 1. Laptop computer and game software. 2. Projection screen or remote scoreboard. 3. Proximity to and communication with Score Keepers 4. Visual contact with Jam Timer. 1. Some basic computer skills. 2. Ability to work well in loud areas, amid chaos. 3. Familiarity with game software. Your location will vary from venue to venue. Most leagues operate in hockey rinks and place the Score Board Operator and the Score Keepers in the original location of the hockey score board operator; usually between the team benches or penalty boxes. The best positions allow the scoreboard operator and scorekeepers to be elevated higher than the track for better visibility. Game software varies from team to team and it is a good idea to check with the AV personnel as to the workings and specifics of the software your team uses. WFTDA uses Carolina Scoreboard for their tournaments. There are a few others out there such as JamTracker, Ultimate Derby Scoreboard, etc. The good news is that most of the software is available for free, or a copy can be borrowed for you to practice on prior to the game from the safety of your own home and PC. Rather than try to run down all the different types of scoring software and explain them all, I will focus on the basics of the job which will prepare you for the job itself. 24

26 Your primary responsibilities are to maintain the visual score of the game as well as the Official Period Clock and Official Jam Clock. Keep your eyes on the Jam timer. His announcement of "5 seconds" will be your cue to be ready to start the jam clock. His whistle will cue you to start the jam clock. You may need to make adjustments during time outs to the period clock as decreed by the Head Referee and Jam Timer. Check with your Jam Timer during timeouts to see if the scoreboard clock is acdurate. Report any and all issues with software/hardware to the Head Referee as soon as possible. You will update the scores of both teams during the jam with point information that the Score Keepers will tell you. Most software has a convenient +4 or +5 button which adds those specific number of points to the score total. Do not input points into the scoreboard until you are given them from the scorekeepers. Listen and watch carefully for timeout whistles. These will either be a long wavering blast or timeout hand signals, either from a Referee or an NSO. Do not stop the clock until you hear the whistle. After a time out, listen for the beginning jam whistle to restart the clock. Verify the accuracy of your score board with the scorekeepers score sheets as often as you can. Make sure when you are learning the software that you know how to change the score and the game clock. I ve never worked a game where some adjustment in these areas didn t occur. Screenshot of derby software: 25

27 This particular program is called JamTracker, available at 26

28 Inside White Board Hot Board Math Skills 0 Focus *** Accuracy *** Risk ** Stop Watch 0 Rule Knowledge ** Multitasking * Materials: Qualifications/Abilities Needed: Description and responsibilities: 1. Large dry erase board that can be seen easily by staff and skaters on their team bench, with easel. 2. A couple of dry erase markers, the thicker the better. 3. List of WFTDA letter codes for penalties. 4. Player rosters. 1. Good working knowledge of WFTDA penalty code letters. 2. Ability to work well in loud areas, amid chaos. 3. Ability to be small and stay out of the way. Your location will be in the center of the track oval. Your primary responsibility is to write down (track) penalties called on skaters on both teams on the large dry erase board. There are many types of Inside White Boards and they will vary from team to team. Below are some pictures of a few of the white boards I ve used. 27

29 Make sure that your board has player numbers written on it before the game begins. Sometimes you will have to do this. Other times, it might be filled out before you get there. If you have to do it, arrange it numero-alphabetic for players beginning with numbers, in ascending order from lowest to highest, then alphanumeric for those players beginning with letters. 28

30 o Example of ordering: A1 A77 B4U SPF40 All that aside, the best way to write the player numbers on the board is exactly in the order they appear on the penalty tracker sheets. This makes it easier to sync the IWB with the penalty trackers. You will be told what to write down by the Penalty Wrangler or the Penalty Trackers. When you hear a ref blow his whistle, be on alert for a penalty call. When you hear the penalty, for example Purple 123, Low Block, you will find the corresponding skater s number and color on your white board and mark an L (L is letter code for Low Block) in the first empty space to the right of their number. *Note*: Some leagues merely require the IWB NSO to mark an X for all the penalties instead of using the correct letter code. Check with your HNSO for instructions about this variation. X is also the penalty code for Cut Track and could lead to confusion. You will monitor the Outside White Boards (if applicable) at turns 2 and 4 for incoming penalties and notify the Penalty Trackers and/or Wrangler. You will monitor the penalty box for their white board. If the penalty box NSO is holding up a white board with a player s number on it, immediately notify the Wrangler or IPR (Inside Pack Referee). If the penalty box NSOs are holding up such a sign, it means that there is a blocker in queue and the skater with that number must report to the penalty box to begin serving their penalty. Every second counts in roller derby! When you see that a skater has gotten their sixth penalty, immediately notify the Head Referee or Wrangler. At every break in play (time outs, half time, etc), please check your board against the two penalty trackers paperwork. In the event there is a discrepancy, the penalty trackers are always right, and you should change your board to match their documentation. Do not stand in front of the white board unless you are writing on it. Please stand to the side and out of the way of the Referees and wrangler. Coaches, Referees, NSOs and players need to be able to reference the board at any time. 29

31 You will indicate that a skater has served their penalty by writing a small dot or tick under the letter code of a penalized skater when that skater sits in the Penalty Box to serve their penalty. When a wrangler or penalty tracker tells you a penalty, repeat the penalty back to them in this manner: o Wrangler: Purple 123, Cut Track o You: Purple 123, Cut Track, Got it! Immediately write the penalty on the board. The reason for the echo is so that the penalty trackers and the wrangler know you heard them, and also maybe you heard a penalty that the trackers didn t and by repeating it, you give them another chance to get the call. Possible Complications: o Watch out for similar sounding player numbers, for example 80 and 18. o Several penalties may come in at once. Just repeat what you hear and try to write everything down as quickly as possible. o You are in a high traffic area. Be aware of your environment. It s full of skaters, Referees and NSOs! o It is perfectly fine for you to ask for a penalty to be repeated if you didn t hear it the first time. On the following pages are the penalties, verbal cues and penalty letter codes. Tear them out and tape them to the back of the white board, copy them, transfer them to an index card, tattoo them on your forearm, chant them like a mantra, whatever works for you! The more you commit to memory, the faster you will get those penalties on the board. 30

32 Appendix 1: WFTDA PENALTY CODES AND VERBAL CUES Back Block (B) Bench Staff Violation (I) Blocking With The Head (H) Clockwise Assist (C) Clockwise Block (C) Cutting (Cut Track) (X) Delay Of Game (Z) Destroying The Pack (P) Direction Of Gameplay (C) Elbows (E) Equipment Violation (I) Failure To Re-Enter Failure To Reform (P) Failure To Return (P) Failure To Yield (I) False Start (I) Forearms/Hands (F) Gross Misconduct (G) High Block (A) Illegal Call Off (I) Illegal Engaging (I) Illegal Positioning (I) Illegal Procedure (I) Illegal Re-Entry (I) Illegal Return (P) Insubordination (N) Interference (I) Low Block (L) Misconduct (G) Multi Player Block (M) Out Of Bounds Assist (O) Out Of Bounds Block (O) Out Of Play (P) Out Of Play Assist (P) Out Of Play Block (P) Penalty Box Violation (I) Skating Out Of Bounds (S) Stalling (I) Stopped Assist (C) Stopped Block (C) Star Pass Violation (I) Too Many Pivots (I) Too Many Skaters (I) Uniform Violation (I) 31

33 APPENDIX 2: WFTDA S PENALTY CODES AND VERBAL CUES (OLD STYLE) The penalty codes and primary verbal cues* for the penalty tracking sheets are as follows: B Back Block I Illegal Procedure H Blocking With the Head L Low Block ( Tripping ) X Cutting ( Cut Track ) M Multiple ( Multi ) Player Block C Direction of Game Play O Out of Bounds Block E Elbows P Out of Play F Forearms ( Hands ) S Skating Out of Bounds A High Block N Insubordination G Misconduct/Gross Misconduct Z- Delay of Game *() = Not official WFTDA verbal cues, but often used erroneously or, in the case of Multi-Player Block, for expediency. Misconduct/Gross Misconduct Misconduct is a major penalty. Gross Misconduct is an expulsion. Some penalties can be called by multiple things. Direction of Game Play, Out of Play, and Illegal Procedure are called by the actual type of action taken. See Below. Direction of Game Play Clockwise Block Stopped Block Clockwise Assist Stopped Assist Out of Play Failure to Re-Enter Failure to Reform Out of Play Block Illegal Return Out of Play Assist Destroying the Pack Failure to Return Illegal Procedure False Start Penalty Box Violation Stalling Too Many Skaters Uniform Violation Illegal Positioning Too Many Pivots Star Pass Violation Interference Illegal Call-Off Bench Staff Violation Illegal Re-Entry Equipment Violation Illegal Engaging Failure to Yield 32

34 Penalty Tracker - Sin Tracker Math Skills 0 Focus **** Accuracy **** Risk ** Stop Watch 0 Rule Knowledge ** Multitasking **** Materials: Qualifications/Abilities Needed: Description and responsibilities: 1. Clipboard. 2. Erasable pen or pencil. 3. Penalty tracking form from stats book (to be supplied to you by HNSO) 4. Penalty code sheet. 1. Good working knowledge of penalty codes and Referee hand signals. 2. Good ability to communicate with Referees and NSOs. 3. Ability to work well in loud areas, amid chaos. Your primary job is to document each penalty incurred by each skater. You will be told this information by the Penalty Wrangler, the other Penalty Tracker, the NSO posted on the Inside White Board, and/or a Referee. Your secondary job is to echo and verify each penalty you hear for your assigned team. For example, say you are tracking the blue team. A Referee will call and the Penalty Wrangler will relay a penalty on a skater. This may happen right in front of you or it may happen far away from you. You need to watch and listen to the Referees (inside and outside the track) and the Penalty Wrangler. The Referee or Penalty Wrangler will tell you the penalty call in this order: COLOR/NUMBER/PENALTY. Ex: BLUE 123 CUT TRACK! When you hear this, you repeat BLUE 123 CUT TRACK, GOT IT! Immediately write the penalty code and jam number on the line of the appropriate skater, and relay the penalty to the Inside White Board. Your form should look like this: 33

35 Home Team BLUE ON MEANY Color Date Penalty Tracker # PENALTY / JAM # FO/EXP TOTAL NOTES # SPF40 QC ZYZ X Notice next to the skater number 123 there is an X which is the letter code for Cut Track and under that a 1 meaning that the penalty happened in the first jam. ** The jam in which the penalty occurred should be recorded on the Penalties sheet, regardless of when the penalty is served. *** "If a skater commits a penalty between two jams, then the jam number of the jam in which the Skater was participating should be used. For example, a late hit would be recorded in the previous jam, whereas an Illegal Engagement while lining up for a jam would be reported for the upcoming jam." (WFTDA Officials Standard Practices January 2015) **** "Any Delay of Game penalties should be recorded for the upcoming jam; that is, the jam that is being delayed to issue the penalty. If the officials fail to issue a Delay of Game penalty at the start of a jam, then the penalty will be recorded for the subsequent jam." (WFTDA Official Standard Practices January 2015) Your tertiary job is to keep an eye on the Outside White Boards (if used) and the Penalty Box White Board. If you see the NSO assigned to Outside White Board holding up his board with a penalty written on it, immediately document the penalty if it is on the team you are tracking and repeat the penalty for the IWB NSO. If it is not on the team you are tracking, notify the other Penalty Tracker and the IWB. In both cases, you should also notify the Head Referee and Penalty Wrangler. This ensures the penalized skater reports to the penalty box. If the Penalty Box NSO is holding up their white board, it means that they need a skater 34

36 to report to the box. The two circumstances that this will occur are if a blocker was in queue and was waved off by the Penalty Box NSOs, or a skater has left the box prematurely. Immediately notify the Head Referee or Wrangler if you see this. Also if you notice a skater reports to the box and no penalty has been reported, check with the PW, HR or IWB in between jams. Fourthly, it is your responsibility to notify the Head Referee and the Penalty Wrangler when a skater receives their 6 th penalty, or when a skater enters the track with 6 penalties. If you want to score brownie points with your Jam Referees, you can tell them how many penalties their assigned jammer has while the jammers are lining up before a jam. Only do this when the jammer in question has 5 or more penalties. Always tell the Jam Referees when their Jammer has 6 penalties. When you see that a skater has reached 7 penalties, notify the Head Referee and Wrangler immediately. It helps to be aware when a player with 6 penalties lines up for a jam at all times. During equipment check, verify your tracking sheet with your assigned team. It s easier to do this while the skaters are all lined up. Check for players who are not on your sheet and check for skaters whose number is on your sheet but not in the line up. Verify with the coach if there are any discrepancies. If there were changes, scratch any players who are on your sheet but not playing in the game, and add any players to your sheet if they were a last minute add and skating in the game. Notify the Line Up Trackers, Inside White Board, Head Ref, and Wrangler of any changes. Depending on the NSO staffing of your team, you may be asked to track both teams. In this case, you will be given a sheet with both team rosters side by side on one side so that you don t have to flip pages. This situation requires extra vigilance especially in penalty heavy games. You need to keep track of what the current jam number is. You need this information to accurately complete the tracking form. An easy way to do this is to use the numbers on your form under the heading NOTES. 35

37 Home Team BLUE ON MEANY Color Date Penalty Tracker # PENALTY / JAM # FO/EXP TOTAL NOTES # SPF40 QC ZYZ X Notice that the numbers run down the sheet starting at 1. These are for you to keep track of the jam numbers. If you are tracking one team, you will have one sheet; one half for each period. The form will have the exact same roster on the right half for the second period as it does on the left half used for the first period. In this case, if you circle the jam number that you are currently in it will help you keep track. When the second period starts you can color in the circle you made around the number for the current jam you are in. You can also put one slash through the numbers for the first period and then add a second slash for the second period, to make an X over the number. I ve also seen people put a check mark to the left of the number for the first period and then a check mark to the right of it for the second period. The choice is yours. When in doubt check with the score keepers or line up trackers between jams. There is a picture at the end of this manual with a correctly filled out penalty tracking form, you can see an example of how that tracker kept track of jams. When you look at the penalty tracking sheet, you will notice that it is used in landscape or lengthwise position. There is a left half (first period) and right half (second period). You will either have the same team and skaters on each half, or you will have the two different teams and skaters on each half. If you have the same team on both halves, you might be tracking that team the entire bout, or you might have to switch clipboards at the end of the first period (check with your Head NSO!). If your paper looks like this, at the end of the first period, you need to transfer all of the skaters penalties over to the other half of the sheet which is used for the second period. You can do this one of two ways: you can write the 36

38 penalty codes and jam numbers on the corresponding skater s boxes, or you can simply shade in the boxes that those letters and numbers would have occupied. So, if a skater received 3 penalties in the first period, you would shade or darken in the first three boxes of her line for the second period. This way, you can still keep the correct number of penalties carried over from the first period. If a skater receives a penalty in the second period, simply resume writing the letter code and jam number in the first empty box to the right of the player s number. If you have both teams on your sheet, allow the other tracker to use your form to shade in their boxes, and you should shade in the boxes for the team you will track in the second period. With the latest WFTDA stats book (4/2014), the number of penalty boxes on the Dual Tracker sheet has been increased to 9. Why? Sometimes a captain will have to serve a penalty that was called on her coach, etc. In those cases, the penalty did not count against her foul out total, so the extra spaces in this stats book are to used for those penalties These extra slots are useful also if a skater has 6 penalties and gets a double penalty. A skater may be assessed a double penalty. A Referee will designate a double penalty by putting his index and middle finger of his right hand (signifying two ) on his left wrist (where a person might wear a wrist watch.). If you see a Referee make this sign, it means that the skater will serve 60 seconds (30 X 2). Mark two boxes on that skater s line if this occurs. Notify the Penalty Wrangler/IWB if you notice this. Make sure the Penalty Box NSOs are aware of this if you are in proximity to them. Foul Outs and Expulsions: When a skater accumulates 7 penalties, she must leave the track and bench area. You will mark the box labeled FO/EXP with FO. If a skater is expelled from the game, you will write the penalty code in this box. Tips and tricks: o I like my Penalty Trackers to be a little mobile. By this, I don t mean following the Wrangler around the track, as you need to stay near the IWB. Simply moving a few feet in the direction of the action can improve your vision and hearing. o I think you can improve your penalty tracking efficiency tenfold if you learn the penalty hand signals. That way you just need to focus on hearing the number and color of the skater. o Your Wrangler will be following the pack as most penalties occur within the pack. While he/she is manning that, you can keep half an eye on your jam refs and white boards. o If you see your Wrangler leaving his/her position to relay a penalty to the other tracker, try to take a few steps toward the pack to listen for any calls that might occur until the Wrangler can return to the pack. 37

39 o Incorrect or nonexistent player numbers called for a penalty must be verified with the calling official or HR between jams. o At the end of the first period, note if there are any skaters in the Penalty Box. Those skaters have to return to the box by the start of the second period. I instruct my Penalty Trackers to circle the skater s number on the tracking sheet if they are in the box at the end of the period. If that skater is not in the box when the first jam whistle or the second period sounds, notify the Head Referee and a penalty will be given to that team. It is not your responsibility to, nor should you, alert the skater or the team prior to the second period that they have to report or have a skater report to the Penalty Box. You are not a coach. o Echo the calls back to the Referees and Wrangler and add Got it! I can t stress enough the importance of this! o Make a mental note if there are similar sounding numbers on the same team, or if both teams have a skater with the same number. An example of a correctly filled out tracking sheet. The next two pages contain penalty information. The first appendix has all of the current penalties in alphabetical order for ease of finding penalties by the verbal cues that you will hear from the Referees. The second is the older version that includes what I call penalty families; mainly the breakdown of penalties under the broader headings of Direction of Game Play, Illegal Procedure, and Out of Play. Appendix 1 contains all 38

40 those penalties as well, but I think is a little easier to use. I included it on a page all to itself in case you wanted to tear it out and tape it your clipboard. NOTES 39

41 Appendix 1: WFTDA PENALTY CODES AND VERBAL CUES Back Block (B) Bench Staff Violation (I) Blocking With The Head (H) Clockwise Assist (C) Clockwise Block (C) Cutting (Cut Track) (X) Delay Of Game (Z) Destroying The Pack (P) Direction Of Gameplay (C) Elbows (E) Equipment Violation (I) Failure To Re-Enter Failure To Reform (P) Failure To Return (P) Failure To Yield (I) False Start (I) Forearms/Hands (F) Gross Misconduct (G) High Block (A) Illegal Call Off (I) Illegal Engaging (I) Illegal Positioning (I) Illegal Procedure (I) Illegal Re-Entry (I) Illegal Return (P) Insubordination (N) Interference (I) Low Block (L) Misconduct (G) Multi Player Block (M) Out Of Bounds Assist (O) Out Of Bounds Block (O) Out Of Play (P) Out Of Play Assist (P) Out Of Play Block (P) Penalty Box Violation (I) Skating Out Of Bounds (S) Stalling (I) Stopped Assist (C) Stopped Block (C) Star Pass Violation (I) Too Many Pivots (I) Too Many Skaters (I) Uniform Violation (I) 40

42 APPENDIX 2: WFTDA S PENALTY CODES AND VERBAL CUES (OLD STYLE) The penalty codes and primary verbal cues* for the penalty tracking sheets are as follows: B Back Block I Illegal Procedure H Blocking With the Head L Low Block ( Tripping ) X Cutting ( Cut Track ) M Multiple ( Multi ) Player Block C Direction of Game Play O Out of Bounds Block E Elbows P Out of Play F Forearms ( Hands ) S Skating Out of Bounds A High Block N Insubordination G Misconduct/Gross Misconduct Z- Delay of Game *() = Not official WFTDA verbal cues, but often used erroneously or, in the case of Multi-Player Block, for expediency. Misconduct/Gross Misconduct Misconduct is a major penalty. Gross Misconduct is an expulsion. Some penalties can be called by multiple things. Direction of Game Play, Out of Play, and Illegal Procedure are called by the actual type of action taken. See Below. Direction of Game Play Clockwise Block Stopped Block Clockwise Assist Stopped Assist Out of Play Failure to Re-Enter Failure to Reform Out of Play Block Illegal Return Out of Play Assist Destroying the Pack Failure to Return Illegal Procedure False Start Penalty Box Violation Stalling Too Many Skaters Uniform Violation Illegal Positioning Too Many Pivots Star Pass Violation Interference Illegal Call-Off Bench Staff Violation Illegal Re-Entry Equipment Violation Illegal Engaging Failure to Yield 41

43 Jam Timer - Father Time Math Skills 0 Focus *** Accuracy **** Risk ** Stop Watch **** Rule Knowledge ** Multitasking ** Applicable WFTDA Rules: 1.10, , Materials: Qualifications/Abilities Needed: Description and responsibilities: 1. Stop watches, two minimum. 2. Smart Phone application (check with your league to see if they allow the use of these). 3. Whistle (Fox 40 preferred, see below for type). 1. Good working knowledge of WFTDA rules pertaining to time outs, official reviews and game structure. 2. Ability to work well in loud areas, amid chaos. 3. Ability to be small and stay out of the way. Your location will be in the center of the track oval. While signaling the start of the jam, you should be positioned where you can be seen and heard by the pack, jammers, and out of the way of Referees. You will be starting and timing each jam. Each jam lasts 2 minutes unless it is called by the lead jammer or a Referee. If neither one of these events happen, and the jam lasts the entire two minutes, it is your responsibility to officially end the jam at the 2 minute mark by blowing your whistle in 4 short blasts. (Put some time into practicing your whistle skills. I find that using your tongue to block the whistle mouthpiece works best). Important times that you must know: o Each jam lasts two minutes unless it is whistled dead by a Referee blowing 4 short blasts on his whistle. 42

44 o There are two periods in a WFTDA game; each lasts 30 minutes. o Team timeouts last one minute. o There is no time limit for official time outs or Official Reviews o Players have 30 seconds between jams to line up. The Period or Game Clock: o This is the clock visible to the audience, skaters and officials. It is kept and run by the scoreboard operator. o This clock runs continuously unless an official or team time out is called or in the case of an emergency, such as a downed skater or Referee, or safety issue. o The Head Referee is your point of contact for stopping and restarting or adjusting the clock. o If the period clock is stopped, it restarts on the whistle of the very next jam. o In some leagues, the backup Official Game Clock is kept by the jam timer and may be used to adjust the Official Game Clock. This is up to the Head Referee. Starting the game. o The Head Referee will give you the signal to start the first jam. You should be standing near the pivot line, behind the inside track line, and in the center oval, not on the track! After you get the signal to start the jam, raise your hand and yell 5 seconds! Put the whistle in your mouth and count off in your head one Mississippi, two Mississippi up to 5 Mississippi. When you hit the 5 second mark, bring your hand down in a swift, single chopping motion, and blow a single short blast on your whistle, and start your timer. You will point to the Pivot Line in the same motion as your hand chop reaches the bottom of its swing. Starting subsequent jams: o After the first and following jams end, there will be 30 seconds for skaters to get into position. o At the leagues I work for, if I notice the Referees are in a huddle and not in position when there are ten seconds remaining in that 30 seconds, I will make a special 10 seconds! notification. This gives them time to either wrap up their huddle, or call an official time out. o If at the 5 second mark the Referees are still in a huddle or not in position, call an official time out. Blow four short whistle blasts and give the hand signal for official time out. (You should stand in the center of the track near the pivot line and repeat this signal until the time out is over.) More on this later! o Be in the position as stated earlier. 43

45 o When there are only 5 seconds remaining out of the 30 seconds, raise your hand and yell 5 seconds! o When the 5 seconds has passed, bring your arm down in a single chopping motion, blow one short blast on the whistle, and start your stopwatch or timer. A jam ends when the following occurs: o Two minutes has elapsed. If this occurs, blow your whistle in 4 short blasts (Begin timing 30 seconds immediately). o A downed skater that is unable to clear the track. o The Lead Jammer calls off the jam. The Jam Referee or Head Referee will blow their whistle in 4 short blasts. You will notice that all the other Referees will also echo that whistle to signify the end of the jam. You will also blow your whistle in 4 short blasts, but ONLY AFTER YOU HEAR THE 4 th BLAST FROM THE FIRST WHISTLE SET!!!!! Stop your timer on the first Referee s fourth whistle blast. The jam is not over until that fourth whistle blast. o Safety issue occurs. Time outs: o Official Time Outs: Can be called by Referees or NSOs for various reasons such as a safety concern, to discuss a penalty call, etc. When a Referee signals for an Official Timeout, the JT should immediately sound four short whistle blasts, stop the Official Period Clock, and get in position in front of the Pivot Line. The JT must also use the corresponding hand signal for an Official Timeout. Signaled by a Referee or NSO (The signal for Official Timeout is fingertips of right and left hands touching the corresponding shoulder, then raising both hands to form a Y (like the YMCA song), then back to the shoulders, repeat). Stops the period clock. Signal the Scoreboard Operator that there is a TO. Make sure the period clock is stopped and make any adjustments that are needed. Stand in the center of the track and repeat the official time out signal. No time limit. The Head Referee will signal to you to begin the next jam. Warn the skaters that the next whistle ends the time out and does not start the jam, blow another long wavering blast and return to your position inside the center of the track. Begin the pre-jam 30 second timer. 44

46 Announce loudly, Next whistle starts the jam! The Period clock will resume running on the jam start whistle. o Team Time Outs: Once seeing the Team Captain or Designated alternate signal for the time out the official will check to see if that teams has time outs remaining. The Referee or JT (whoever saw the signal first will blow four short blasts beginning the timeout. Stops the period clock. Signal the Scoreboard Operator that there is a TO. Make sure the period clock is stopped and make any adjustments that are needed. Lasts for one minute. Called by Team Captain or Designated Alternate. Can be taken only between jams. The official signal is the hands coming together and forming a T in front of the body. Start the timer for one minute, and step into the center of the track and make the team time out signal then point with both arms to the team's bench that called the time out. At the end of the 60 second time out, warn the skaters that the next whistle ends the time out, blow a long wavering blast on your whistle and step off the track. Begin the pre-jam 30 second timer. Announce loudly that the next whistle starts the jam. The period clock will resume on the jam start whistle. o Official Reviews: Once seeing the Team Captain or Designated alternate signal for the Official Review the official will check to see if that teams has an Official Review remaining. The Referee or JT (whoever saw the signal first will blow four short blasts beginning the timeout. Stops the period clock, Signal the Scoreboard Operator that there is a TO. Make sure the period clock is stopped and make any adjustments that are needed. No time limit. Can be taken only between jams. The official signal is the hands coming together, finger tips to finger tips and thumbs to thumbs and forming an O in front of the body or over your head. Step into the center of the track and repeat the Official Review signal. then point with both arms to the team's bench that called the 45

47 time out, Repeat until you are notified by the HR to end the Official Review. Warn the skaters that the next whistle ends the time out, blow a long wavering blast on your whistle and step off the track. Begin the pre-jam 30 second timer. Announce loudly that the next whistle starts the jam. The period clock will resume on the jam start whistle. o Tips and tricks: o Once two minutes have elapsed in a jam, the JT should sound four short whistle blasts and use the corresponding hand signal (same as a Jammer calling off a jam- repeated putting hands on hips) for the end of the jam. If the jam is called off for any other reason, the JT should still echo the Referee whistles, but no hand signal will be used. o Know your timing device. Practice as much as you can before the game. There are a lot of good smart phone apps out there that can time jams, time outs, and also run the game clock. Just remember to check with your Head NSO to see if you can use this option. Also, if you do use your smart phone for this purpose, please put it in airplane mode so that incoming calls, texts, and s don t interfere with the app. o If using stop watches, use one for jam timing and one for the 30 seconds between jam timer and the official timeout timer. o After blowing the jam whistle, try to get out of the way of Referees and NSOs. I recommend getting to the white board area as soon as possible. The center of the track is busy and full of NSOs, Referees and the occasional blocked skater. Keep one eye on the stop watch and one eye for your safety. o Make sure the scoreboard clock starts and stops as dictated by timeouts. o Clarify with your Head Referee if he wants you to get an all clear signal from him before starting each jam, or the first jam after a time out. o Position yourself and speak loudly enough to be heard by skaters and Referees, but not in the way. Once you blow that jam whistle, there will be skater movement in front of you, and Referee and NSO movement behind and around you. o When choosing a whistle, you will find there are two types: One with a lanyard, to be hung around your neck, and one that has an attachment that slips over your index and middle finger so you wear it like a ring. As you will have one hand in the air to signal the beginning of a jam, and the other hand will be holding your smart phone or stop watch, I recommend the lanyard type as it frees up one hand. Advice: if you go with the lanyard 46

48 type, keep the whistle in your mouth or in the your hand during the jam so you don t have to hunt around your chest to find it as the jam nears two minutes or a jammer calls off the jam. I usually Jam Time and Wrangle at the same time, and it is easier for me to hold my smart phone in my left or signaling hand, (I can still see my timer over my head) and a ring whistle in my mouth on my right hand. When I switch immediately into Wrangler mode, I have a free hand so I can mimic the Referee signals for my penalty trackers and I know exactly where that whistle is in case I need it. Most jam timer apps have an option to vibrate the phone when there are ten seconds left in the jam, I would suggest you choose one that has that option. "If the Head Referee has given the JT authorization to call Delay of Game penalties, they should check the Penalty Box during the 30 seconds between jams to see if a Skater is in queue. If that Skater is not on the track at the 29.9-second mark, the JT should blow four whistles, timed so the fourth whistle ends at the 30-second mark, and make the Official Timeout hand signal. They then should make the penalty call with the proper verbal cues and hand signals." (WFTDA Officiating Standard Procedures) An example of a Jam Timer app: 47

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