STATSBOOK MANUAL THE WFTDA IGRF & STANDARDIZED STATS CALCULATOR TABLE OF CONTENTS OVERVIEW...1 PRE-GAME PAPERWORK SETUP...2 IN-GAME PROCEDURES...

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1 THE WFTDA IGRF & STANDARDIZED STATS CALCULATOR STATSBOOK MANUAL FOR USE WITH THE 2015 JANUARY 3 STATSBOOK TABLE OF CONTENTS OVERVIEW...1 PRE-GAME PAPERWORK SETUP...2 Save As with Correct Filename... 2 Entering Data Pre-game... 2 Use Paste Special, not Paste... 4 Printing Game Paperwork... 4 IN-GAME PROCEDURES...6 IGRF...6 After the Game at the Venue... 7 Score...8 Notation Examples for Score...11 Penalties...12 Notation Examples for Penalties...13 Lineups...14 Notation Examples for Lineups...16 Expulsion-Suspension Form...18 Official Reviews...19 Game Clock Notation Examples for Game Clock...21 Penalty Box...22 Notation Examples for Penalty Box...23

2 POST-GAME DATA ENTRY...24 General Hints for Data Entry...24 Data Entry and Error-checking...24 Moving Between Worksheets Using the Keyboard...24 IGRF Data Entry...25 Data to Enter on IGRF Sheet...25 Error Checking the IGRF Sheet...25 Score Data Entry Data to Enter on Score Sheet Calculated Fields on Score Sheet...27 Error Checking on Score Sheet...27 Lineups Data Entry Data to Enter on Lineups Sheet Error Checking on Lineups Sheet Penalties Data Entry Data to Enter on Penalties Sheet Calculated Fields on Penalties Sheet Fields to Skip on Penalties Sheet...30 Error Checking on Penalties Sheet...30 OS Offset Data Entry...31 Data to Enter on OS Offset Sheet...31 Error Checking on OS Offset Sheet...31 Game Clock Data Entry...32 Data to Enter on Game Clock Sheet...32 Fields to Skip on Game Clock Sheet...32 Error Checking on Game Clock Sheet...33

3 OVERVIEW The WFTDA IGRF & Standardized Stats Calculator (also called the StatsBook) is a complex Excel workbook, made up of many worksheets which send data between themselves. This manual provides information and recommendations to follow for optimal use of the StatsBook. Large portions of the StatsBook will fill in automatically if you enter the data in the correct order. To do that requires the data be gathered in-game properly, which can be helped by following recommended pre-game procedures. This manual presents the methods to be followed for all of these situations. To create job-aids for a Non-Skating Officials crew, the entire In-Game Procedures section of this manual is designed to be printed as a duplexed (2-sided) whole: These may then be laminated for use throughout the crew s entire season. The In-Game IGRF procedures should print as a single duplexed page. The In-Game Score procedures should print as two (2) duplexed pages. The In-Game Penalties procedures should print as a single duplexed page. The In-Game Lineups procedures should print as two (2) duplexed pages. The In-Game Expulsion-Suspension Form and Official Review procedures should print as a single duplexed page. The In-Game Game Clock procedures should print as a single duplexed page. The In-Game Penalty Box procedures should print as a single duplexed page. Note: This manual is not intended to cover all aspects of being an excellent Non-Skating Official, but is focused on correct use of the StatsBook and its in-game paperwork only. Any mention of Sanctioning refers to WFTDA Sanctioning, and its policies and procedures. For those using the StatsBook for other roller derby organizations events, refer to the relevant organization s own sanctioning policies and procedures. PAGE 1

4 PRE-GAME PAPERWORK SETUP It is a good idea to create your own copy of the StatsBook, which you have adjusted for proper printing from your computer to your printer. Different combinations of operating systems, software, printers, and print drivers will cause page breaks and margins to shift Save As with Correct Filename You will need to start a new StatsBook for each game if you are preparing paperwork for multiple games. Go back to your StatsBook file, enter the data for each game and then Save As with a new filename so that you don t save over your blank copy of the StatsBook. Remember the name should look like: STATS-YYYY-MM-DD_HostLeague_vs_VisitorLeague Example: STATS _Toaster_Town_vs_Water_City_Rollers If you save it with the correct name now, it will save you time later. Entering Data Pre-game Fill in as much of the Interleague Game Reporting Form (IGRF) Section 1 as you can, before printing any of the sheets. The Game # field is very flexible, regarding the data it will accept, which can ease juggling multiple sets of paperwork on game day. The following are all examples of valid data (A, B, J1, J2, W1, W2, M1, M2, 1, 2, and multiple digit numbers) which may be entered. If A or B is entered in this field, the League Names from the IGRF are combined with this data in some sheets header information (e.g., Toaster Town A), all other variations of this data will just show up as the game number in the heading. The start time is the scheduled game start time. Enter the league and team names. To keep data consistent, please enter the complete league name. If the team does not have a separate name from the league, enter the league name for both the league and the team name. If the way officials will call the jersey color for a participating team is known in advance, that information may be entered in the IGRF sheet and it will populate throughout the rest of the StatsBook. Enter the most critical part of the IGRF, the Team Rosters (up to 20 Skaters per team). This section will populate the roster data into other sheets in the StatsBook. The rosters need to be entered according to a specific set of guidelines, in alphanumeric sort order [0-9, A-Z] by Skater roster number. Double-check entry of any numbers which should have leading zeros. PAGE 2

5 The alphanumeric sorting of the Skater roster numbers is often misunderstood but follows a set of simple rules that can make it quite manageable. Think of the characters in a Skater s roster number as individual words: 100 is One, Zero, Zero. Sort the Skater roster numbers as you would alphabetize words, with the numbers coming before the letters. So the alphanumeric sort order is 0-9 followed by A-Z. A number with more characters does not necessarily come after a shorter number. 4 would appear after 3000 in the sort since when you alphanumeric sort, the first characters are compared rather than all the characters comes before 4 just as Antelope is alphabetically before Bee. That antelope is a longer word doesn t matter since antelope starts with A and bee starts with B. The word starting with A comes before every word starting with B just as every number starting with 3 comes before every number starting with 4. If a team submits a roster with the following numbers: 4K, 5, 55, 4000, 007, B1T, K1LL, 10, 247, 65, 33, 13, 925, 2, 765, 7, and 45. That roster would be sorted into this order: K B1T K1LL PAGE 3

6 Be certain to use the Skater s name as it appears on the approved charter for Sanctioned games. The Skater names will appear in the Game and Penalty Summary sheets, as well as the Whiteboard sheet. Using exact charter names will keep the data consistent in the data repository, and makes certain the game paperwork and StatsBook will match what Skaters want to be used. If you know the roster of Officials for the game in advance, fill out the roster in section 4 of the form. Not all Officials positions may be filled. The required positions for a Regulation or Sanctioned game are indicated in the list. Also, some Tournaments, multi-day events, or leagues may use additional NSO positions. These may be added as needed. Use Paste Special, not Paste Your data may have arrived via another electronic source. You may wish to correct already entered data, or move its location. Copying it can be more efficient. Warning: The standard Paste command may cause changes to certain cell settings the StatsBook relies upon, which may result in undesired results, errors, and extra troubleshooting. Dragging & dropping data or cutting and pasting is very likely to cause serious errors, particularly with roster information. If you are trying to Copy/Paste data from another source, be certain to use Paste Special Value instead of the standard Paste command everywhere in the StatsBook. Excel keyboard shortcuts to open the Paste Special dialog box: Win: Control+Alt+v, then click the Value radio button, click OK. MacOS: Control+Command+v, then click the Value radio button, click OK. Hint: An easy way to determine if you have made an error in pasting data to the IGRF sheet is to look on the Game Summary sheet, and check the rosters for both teams there. If the # column in Game Summary displays an error (#REF!), that means that the roster has been entered incorrectly and the StatsBook will not properly display this roster information. Undo (Ctrl+z or Cmd+z) the roster entry to try again. The Date, Game # data, League (and possibly Team) names, Color, and roster data will be populated automatically into the other sheets you will need for the game. You should NOT enter data onto the other sheets before the game. Printing Game Paperwork Once you have the IGRF filled out, you are ready to print out your sheets for the game. Remember to Preview before you print, to ensure that margins and page breaks are still as expected. PAGE 4

7 Your exact needs for paper copies of the sheets may vary depending upon your staffing situation, but at a minimum you will need to print: The IGRF sheet. It should print as two (2) pages. The Score sheet. It should print as four (4) pages, one for each team for each period. The Penalties sheet. It should print as two (2) pages. The Lineups sheet. There should print as four (4) pages, one for each team for each period. The Expulsion-Suspension Form sheet. You may not use these in most games, but you should be sure to print a few copies of the form if you do not have any extra ones from previous games. Printing Expulsion-Suspension Form sheets from a blank StatsBook will use Home Team and Away Team as the identifiers on the sheets. This will be much more economical for possible re-use, but you should be careful to write in the League and Team Names when using the form. See the In-Game Procedures for more detail. If your staffing situation permits, you may also want to print the following: The Penalty Box sheet. It should print as four (4) pages, - two per team. It would not be unusual for the second sheet to not be used. The Official Reviews sheet. It should print as two (2) pages and it has space for all potential official reviews in a single game. The Whiteboards sheet. You may choose to not use this sheet or may have no need for this sheet however having extra rosters available is recommended. They can be useful for providing rosters to Scorekeepers, announcers, as well as for whiteboards. The Game Clock sheet. It should print as two (2) pages. You should NOT print out the Game Summary, Penalty Summary, or OS Offset sheets before the game. The rest of this page is otherwise intentionally blank (for pagination purposes). PAGE 5

8 IN-GAME PROCEDURES These procedures cover activities that need to happen during game play to properly document and officiate the game as well as paperwork that must be addressed immediately before and after the game. IGRF Section 1 - Venue & Rosters: Location, tournament (if applicable), and date information should be printed with the sheet. If not, write them in. Start Time: Time information should be printed with the sheet. If not, write in the start time. Suspension: Provides suspension-related information for Sanctioning. Circle YES if a Suspension was served or recommended. Circle NO if there was an Expulsion, but no Suspension was recommended. Leave untouched if there was no Expulsion or Suspension activity in the game. Team Rosters: Before the game, indicate any changes (additions or removals) and alternates on the team rosters. (All changes should also be noted on the Penalties, Lineups, and Penalty Box sheets.) Knowing who did not skate for a team will be important for data entry. Section 2 - Period (1/2) Points: At the end of each period, record the total points for each team. Period (1/2) Penalties: At the end of each period, record the total penalties for each team. Total Points: Record the total number of points for each team at the end of the game. This should be the same as Period 1 Points + Period 2 Points. The Official Score in this game required adjustment: If an adjustment to the Official Score was made, write yes in this field. Provide a description of the reason for this adjustment in the appropriate field. Total Penalties: Record the total number of penalties for each team at the end of the game. This should be the same as Period 1 Penalties + Period 2 Penalties. Expulsion/Suspension Notes: Any expulsions issued during the game should be noted in Section 2. This must include: team name, Skater roster number, the period and jam when the penalty occurred, the penalty name the expulsion was issued for, and if a suspension was recommended. If an expulsion occurs during the game, that also must be documented with the Expulsion- Suspension Form. See the WFTDA Suspension Policy for the complete process for submitting forms and requesting suspensions. Also use this space to indicate a suspension being served by a Skater during a Sanctioned game. Include the Skater s complete charter name and roster number. Section 3 - Verification: Both teams Captains, the Head Referee and Head NSO for the game must all sign here once all other parts of the form have been completed. Section 4 - Roster of Non-Skating Officials/Stat Trackers/Skating Officials: Before the game, indicate any changes, additions, or removals on the roster. PAGE 6

9 After the Game at the Venue Complete the IGRF, and gather the signatures of both teams Captains, the Head Referee and Head NSO in Section 3. Tracking them down later is much more difficult. For WFTDA Sanctioned games only: Remember to scan or photograph the signed IGRF and any signed Expulsion-Suspension forms that were used for a WFTDA Sanctioned game. Scores (photo of signed IGRF is optional) must be sent to within 24 hours of a Sanctioned game. Within 2 weeks of the game date, a scanned signed IGRF (and scanned signed Expulsion- Suspension Form and scanned signed Official Reviews, if any) must be ed to sanctioning@wftda.com - plus the completed StatsBook must be ed to stats@wftda.com by that same date. The rest of this page is otherwise intentionally blank (for pagination purposes). PAGE 7

10 Score Form Header: Fill in the Scorekeeper and Jammer Referee names at the top of the form. If not already populated on the printed sheet, also fill in the team names, team colors, and date. JAM: (Jam Number) Write in the jam number at the beginning of each jam, starting at 1 each period. Do not pre-populate, as you may need to indicate Star Passes. During a Star Pass: Move down to the next line and write SP in the JAM column, start tracking the rest of the jam in the new SP row. During a Star Pass for the Opposing team: Move down to the next line and write SP in the JAM column, continue tracking the rest of the jam in the original jam number row. If the team being tracked also has a Star Pass that jam, move down to the SP row and continue tracking there. At the end of the jam, if the only Star Pass that occurred was by the opposing team, add an * to the JAM column (should read SP* ) and leave the rest of the row blank, except for the Jam Total (enter as 0) and Game Total. Jammer s Number: Write in the roster number of the Jammer being tracked for that jam. If no Jammer is fielded, leave blank, and make a margin note. During a Star Pass: Write the roster number for the new Jammer. During a Star Pass for the Opposing Team: Leave SP* row blank Lost: (Lost Lead/Lost the ability to become Lead) Mark with an X when a Jammer loses the ability to become Lead Jammer or loses Lead Jammer status itself. Do not mark this field if the Jammer is eligible but the opposing Jammer is assigned Lead Jammer status first. Situations where Lost should be marked: Jammer was assigned Lead, but removes helmet cover, commits a penalty, or otherwise loses Lead status. Jammer commits a penalty and is sent to the Penalty Box before Lead is assigned. Jammer exits the Engagement Zone at the end of the Initial Pass and Lead is not yet assigned, but the Jammer Referee signals not Lead. Jammer was out of bounds before entering the Engagement Zone on the Initial Pass. During a Star Pass: If the original Jammer was Lead or Lead had not yet been assigned when the Star Pass occurred, mark this column with an X in the original jam number row. It should not be marked in the SP row. During a Star Pass for the Opposing Team: Leave SP* row blank During an Overtime Jam: Neither Jammer is eligible for lead during an overtime jam. Leave blank. Lead: (Lead Jammer) Mark with an X if the Jammer Referee signals that the Jammer is Lead. During an Overtime Jam: There will be no lead Jammer, leave blank. Call: (Called Jam Off) Mark with an X when the listed Jammer successfully calls off the jam before jam time ends This is marked whether or not the jam was called off legally. PAGE 8

11 INJ: (Called for Injury) Mark with an X if the jam was called for injury before the natural end of the jam. This applies to any injury that happens, not just injuries to the Jammer being tracked. NP: (No Initial Pass) Mark with an X if the Jammer s Initial Pass is not completed by the end of the jam. No score should be entered in the Pass 2 column if this column is marked (see below for the exception, Points Awarded on Initial Pass During a No Pass). During a Star Pass: If the original Jammer is still on the Initial Pass when a Star Pass occurs, this column should be marked with an X in the original jam number row. If the new Jammer also does not complete the Initial Pass, then the NP column should be marked in the SP row as well. If the new Jammer does complete the Initial Pass, leave the NP column blank on the SP row and track points as described under Pass 2-10 During a Star Pass. During a Star Pass for the Opposing Team: Leave SP* row blank Pass 2-10: (Scoring Passes) After the Initial Pass is complete, the points for each scoring pass, as signaled by the Jammer Referee, should be recorded in the column for the appropriate pass. When the Jammer exits the front of the Engagement Zone at the end of each pass, the next pass has started. The points signaled must be recorded for any pass that has been started, even for 0-point passes. Points Awarded on Initial Pass: Any points awarded during an Initial Pass should be recorded in the Pass 2 column as such: [Initial Pass pts] + [second pass pts]. During a No Pass: If the Jammer does not complete the Initial Pass during a jam, mark the NP field with an X; all of the Pass columns should be left blank. Points Awarded on Initial Pass During a No Pass: At the end of the jam, mark the NP field with an X, and record the points as: [Initial Pass pts]+np. During a Star Pass: The new Jammer picks up on the pass where the original Jammer left off, so if points have been recorded for a pass for the original Jammer, when the new Jammer scores, those points will be recorded on the SP line under the next pass. Points should be entered only when the Jammer Referee has signaled points at the end of a Jammer s pass. This means all points scored on the scoring pass of a Star Pass should be recorded for the new Jammer. During a Star Pass for the Opposing Team: Leave SP* row blank. During an Overtime Jam: The score for the first pass will be recorded in Pass 2, the score for the second pass will be recorded in Pass 3, and so on. Jam Total: Record the total number of points scored during that jam. During a Star Pass: Add up the original jam number row and the SP row separately and put the jam totals on their respective rows. During a Star Pass for the Opposing Team: The Jam Total should be 0 points in the SP* row. Game Total: Record the cumulative total points for the game by adding the Jam Total to the Game Total from the previous jam. During a Star Pass: Add the Game Total for the original jam number row and the SP row separately, and put the Game Totals on their respective rows. During a Star Pass for the Opposing Team: The Game Total for the SP* row should be the same as the row above it. Period Totals: Calculate the Jam Total and Game Total values at the end of the period and PAGE 9

12 provide them to the Head NSO for the IGRF. Jam Total should be the total number of points scored in each individual jam (of the period). Game Total should be the cumulative number of points earned per period at the completion of each individual jam. After period 1, these totals should both be the same. At the end of the game, the period 1 and period 2 Jam Totals should match the final Game Total. Optional confirmation: A method for double-checking a period s total score is to add up the total points for each pass for the whole period and write those totals in the Period Totals row, then add up all of the pass totals, which should equal the same number as that period s Jam Total. Halftime Responsibilities: At the beginning of period 2, the period 1 Game Total should be written into the field at the top of the form, in the Game Total column. The rest of this page is otherwise intentionally blank (for pagination purposes). PAGE 10

13 Notation Examples for Score For any examples requiring both teams to be shown, Blue team will be on top, Red below. 1. Blue 125 earns Lead Jammer then passes the star to Blue 50 during pass 3. No Red Star Pass. 2. Blue 125 is unable to complete the Initial Pass, so they pass the star to Blue 50, who is also unable to complete the Initial Pass. 3. Red 71 is unable to complete the Initial Pass, so they pass the star to Red 513, who completes the Initial Pass and scores points until the end of the jam. 4. Blue 125 scores a Jammer Lap Point during the Initial Pass, earns Lead Jammer, scores 5 points in pass 2, 3, and 4, and then calls off the jam. 5. Blue 125 scores a Jammer Lap Point during the Initial Pass, but does not complete the Initial Pass. 6. Jam 2 is called for injury on a Blue Blocker. 7. Blue 125 earns Lead Jammer and calls off the jam before exiting the front of the Engagement Zone. 8. Jam 21 ends Period 2 with a tie. Jam 22 is an overtime jam. PAGE 11

14 Penalties Form Header: Fill in the Penalty Tracker name at the top of the form. If not already populated on the printed sheet, also fill in the team names, team colors, and date. #: (Skater Number) All of the Skaters jersey numbers should be pre-populated for both teams and already sorted in alphanumeric order, [0-9, A-Z]. Penalty/Jam #: Starting on the left side of the row, enter codes for penalties in the upper row and jam # in the lower row for each Skater. Any penalty past the dark line (7 or more) should result in a Foul Out. The jam in which the penalty occurred should be recorded on the Penalties sheet, regardless of what jam the penalty is served. If a Skater incurs 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 Blocker 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. Any Delay of Game penalties should be recorded for the upcoming jam, which is the jam that is being delayed by that penalizable action. If a Delay of Game penalty is not issued until after the start of a jam, then the penalty will be recorded for the upcoming jam. Non-Skater Expulsions: Penalties associated with the expulsion of a non-skating member of the bench staff (which are not otherwise assigned to the team Captain) are noted here. The name of the bench staff member should be written in the shaded block and penalties should be noted in the same way as the rest of the Penalty/Jam # section. FO/EXP: Foul Outs (FO) for accumulated penalties should be marked as FO in the top row and the jam in which the 7th penalty was recorded should be marked in the bottom row. Expulsions should be listed with the appropriate penalty code in the top row and the jam when the penalty occurred in the bottom row. Expulsion penalties should also be recorded in the Penalty/Jam # section for that Skater. Total: At the end of each period, add the number of penalties for each Skater for that period and put it in the Total column, note that items in the FO/EXP column are not included. Total Penalties for Period: All of the individual penalty totals above and the Non-Skater Expulsions to the side added together to make the team s penalty total for the period. Notes: Jam numbers are listed to optionally allow easier tracking of the current jam. The rest of this area may be used to help perform the tasks of the Penalty Tracker. Halftime Responsibilities: Before period 2, transfer the penalties from period 1 by shading in the equivalent number of fields on the period 2 sheet. PAGE 12

15 Notation Examples for Penalties 1. Blue 125 fouls out in period 2, jam 6 (both periods penalties are shown here). 2. Red 513 is expelled for a high block in period 1 jam Bench coach is expelled for repeated abusive language towards an official in jam 10. The rest of this page is otherwise intentionally blank (for pagination purposes). PAGE 13

16 Lineups Form header: Fill in the Lineup Tracker name at the top of the form. If not already populated on the printed sheet, also fill in the team names, team colors, and date. Team Roster: The roster should be pre-populated with the Skater roster numbers and names Jam: The number of the jam. Don t fill these in in advance as Star Passes will also be recorded in this column, as described. During a Star Pass: Move down to the next line and write SP in the JAM column, start tracking the rest of the jam in the new SP row. During a Star Pass for the Opposing team: Move down to the next line and write SP in the JAM column, continue tracking the rest of the jam in the original jam number row. If the team being tracked also has a Star Pass that jam, move down to the SP row and continue tracking the jam in the SP row. At the end of the jam, if the only Star Pass that occurred was on the opposing team, add an * to the JAM column (should read SP* ) and leave the rest of the row blank. The * indicates that the other team passed the star and the Lineup Tracker did not forget to fill in the information on the SP line. No * should be used if both teams had a Star Pass. No Pivot: Mark this field with an X if the team does not field a Pivot for the jam. The Pivot column will hold one of the Blockers for a No Pivot jam. During a Star Pass: Mark this field with an X, as the original Jammer is now a Blocker and the Pivot is now a Jammer. During a Star Pass for the Opposing team: Leave SP* row blank. Jammer / Pivot / Blocker: Enter the roster number of each Skater in a field that matches their position. If the team does not field a Pivot, the Pivot column is treated as a 4th Blocker column During a Star Pass: On the SP line, enter the new Jammer in the Jammer field, and enter the former Jammer in the Pivot field. The remaining three Blockers are copied from the line of the current jam number (the line above the SP line). During a Star Pass for the Opposing team: Leave SP* row blank. Box: There are three of these fields for each Skater. They are used to indicate when the Skater entered, was in, or exited the Penalty Box, and who the injured Skater is if a jam is called for injury. There are three fields for each Skater to allow for noting multiple penalty services in a single jam. Use margin notes in case of a Skater s fourth Penalty Box entry in a single jam. The Box notations to be used are: 3 - Indicates the jam was called as a result of an injury to the Skater and they may not be fielded for 3 jams / - Indicates the Skater sat down in the Penalty Box during the jam. This notation is only used when a Skater is seated in the Penalty Box and begins their penalty service during the jam. It is not used if a Skater is on their way to the Penalty Box and the jam ends. If a Skater is put into queue, they are not marked as being in the Penalty Box until they are actually seated and begin their penalty service. PAGE 14

17 S - indicates a Skater sat between jams. This is only used if the Skater is seated in the Penalty Box between jams. It is not used if a Skater was in the Penalty Box in the previous jam and did not complete their penalty service. I - indicates continuing Penalty Box service. It is used if a Skater was seated in a previous jam and is still in the Penalty Box, in the SP line if a Skater is in the Penalty Box when their team passes the star, and in the event of a substitute who is continuing to serve another Skater s penalty, such as for injury, a foul out, or an expulsion. When the Skater exits the Penalty Box, the symbol is crossed with a \ to indicate that the Skater has left the Penalty Box. X - indicates that a Skater completed their penalty service (was told Done and released) during that jam. This modifies the / or the I notation. If a Skater begins their penalty service during a jam and then completes it in the same jam, their / indicating the beginning of their service is crossed with a \ to make an X. This notation is also used for a Skater who fouls out or is expelled, and their penalty service time ends during that jam. $ - indicates that a Skater sat in the Penalty Box between jams and completed that service in that subsequent jam. This modifies the S notation that indicated the Skater sat between jams. Notation use during Star Passes: During a Star Pass: All Penalty Box entrances and exits should be marked on the line for the current Jammer. If a Skater is in the Penalty Box when their team passes the star, mark them with an I notation on the SP line to indicate that they are continuing in the Penalty Box from before the Star Pass. Any subsequent Penalty Box exits and entrances should be marked using the usual notation in the SP row as well. During a Star Pass for the Opposing team: Leave SP* row blank. Halftime Responsibilities: Transfer any Skaters who will start period 2 in the Penalty Box to the period 2 sheet. PAGE 15

18 Notation Examples for Lineups 1. Blocker 87 sat in jam 2, their time completed during jam Blocker 87 sat in jam 2, their time completed during jam Blocker 87 sat in jam 2, their team had a Star Pass, then their time completed during jam Blocker 87 sat in jam 2, the opposing team had a Star Pass, then their time completed during jam Blocker 87 sat in jam 2, their team had a Star Pass, then their time completed during jam Blocker 87 sat before jam 3 started, their time completed during jam Blocker 87 sat before jam 2 started, continued through jam 3, their time completed during jam 4. PAGE 16

19 8. Blocker 87 is in jam 2 as the 4th Blocker, the jam ends, and then jam 3 starts with 87 in the Penalty Box and 99 as Pivot. The rest of this page is otherwise intentionally blank (for pagination purposes). PAGE 17

20 Expulsion-Suspension Form Game Date: If not printed out with the form, write in the date of the game. Teams Participating: If not printed out with form, write in the participating teams in the format: (Home League Name) (Team Name) vs. (Visiting League Name) (Team Name) Suspension Recommended Below: This is required data. The person in charge of the document should circle Yes or No depending on whether a suspension has been recommended in any of the Individual Statements. Must be marked Yes if there are any Yes recommendations in the Individual Statements, and marked No only if everyone agrees No suspension. Meeting Results (if held): For WFTDA Tournaments, the designated WFTDA Games Official should include a short description of the results of the expulsion/suspension meeting. Individual Statements: There are fields for statements by the official witnessing the action, the Head Referee (required), the expelled Skater, both team Captains (required), Tournament Head Referee (tournament only), and Games Official (tournament only, if available). Each individual needs to fill out the following information in their section: Name: Print the legal and derby name of the person making the statement. Signature: Sign the document. Signatures are required for everyone filling out the form, which should be the Head Referee and both team Captains at minimum. Signatures indicate that the form was received and read. A signature does not indicate or imply agreement with the statements of others. League Affiliation: Write the name of their affiliated league. Contact Information: Write an address (preferred) or phone number where they may be reached. Suspension Recommended: Circle Yes or No to indicate whether a suspension is recommended. Everyone signing the form must indicate whether they recommend a suspension or not, with the exception of the expelled Skater and Official witnessing the action. Comments: Detailed description of what the person witnessed, if anything. Can be continued onto the back of the paper if needed. Ensure that the expelled Skater is clearly identified in the description of the action, which means including either the Skater s name or the team name and Skater roster number. More information provided is better. Statements are not required, except for the Official witnessing the action. Statements are strongly encouraged, to indicate your perceptions at that time. For example: I agree with the HR s statement., I did not see the action. PAGE 18

21 Official Reviews The Official Reviews sheet is a part of the usual StatsBook submission for a Sanctioned game. The use of this sheet in a game is optional but strongly encouraged, and it can be filled out by any official present for the Official Reviews, but is typically done by a referee or NSO alternate. In the event of a Skater expulsion or a suspension request, this sheet may provide information of interest surrounding that situation; if used, it should be scanned and sent in with the signed scanned IGRF and Expulsion-Suspension Form. Form Header: Fill in the Tracker s name at the top of the form. If not already populated on the printed sheet, also fill in the team names and date. Team: The name of the team using this review. Reviews should be listed in the order in which they occur during each period. Jam: The number of the jam that has just completed when the review is called. Time: The time shown on the Official Period Clock on the scoreboard when the review was called. Keep Review?: If the Head Referee indicates that the team s first review for the period has been retained because the team won the review, circle Yes. If the review was not retained or it is that team s second review for the period, circle No. Details: Summarize what the team is asking to be reviewed and any information provided about the item being reviewed. Result: Provide the Head Referee s decision on the review and any supporting explanation. Head Referee: Print the name of the Head Referee for the game. Signature: The Head Referee should sign each period s sheet. PAGE 19

22 Game Clock The Game Clock sheet is primarily for record keeping certain game events. It is optional, and should be filled out by the Period Timer, if one is used. It may be useful for resolving some questions if other paperwork contains errors, particularly the Score sheet. Form Header: Fill in the Period Timer name at the top of the form. If not already populated on the printed sheet, also fill in the team names and date. C/A Name: Fill in the names of the Captain and Designated Alternate for each team. If a team must select a new Captain mid-game, note the new Captain s name in the margin, and label it New Captain in jam #. Timeouts Taken: When timeouts are requested by a team, record the time that they occur on the Period Clock. Review: When an Official Review is requested by a team, record the time that they occur on the Period Clock. If the Head Referee indicates that the team does not retain the first review, cross out the second field. Jam: Write down each jam number. Jam Time: Write down how long each jam lasts, in M:SS. Pack Laps: Each time the pack completes a lap during a jam, make a tally mark here to count the number of laps completed. Fractions may be used to indicate how much of the final lap was completed. Event: Indicate the code for any event(s) that occur during or after this jam. If multiple events occur, list all in the field, like: INJ, OFF, OR TO - Team Timeout, occurring after the jam for the current line. OR - Official Review, occurring after the jam for the current line. INJ - If the jam for the current line is ended as the result of an injury. EXP - If a Skater is expelled during or after the jam for the current line. OFF - Official Timeout, occurring after the jam for the current line. Team/Skater: Indicate the team or Skater that an event applied to as well as the time on the Official Period Clock. TO - Write the color of the team that requested the timeout and the time on the Official Period Clock. OR - Write the color of the team that requested the Official Review and the time on the Official Period Clock. INJ - Write the color and roster number of the Skater that the jam was called for. EXP - Write the color and roster number of the Skater who was expelled. OFF - Write the time on the Official Period Clock. PAGE 20

23 Laps/Min: Leave blank, this will be calculated in the StatsBook. Pts/Min: Leave blank, this will be calculated in the StatsBook. Halftime Responsibilities: All timeouts used in the first period should be crossed out on the second period sheet in the Timeouts Taken section. Notation Examples for Game Clock 1. In period 1, Blue team takes 1 Timeout and 1 Official Review (not retained), and Red team takes 2 Official Reviews. End of period 1: Start of period 2: 2. Jam 2 is called off for an injury to Blue After jam 4, the Blue team calls a Timeout. 4. After jam 7, the Red team requests an Official Review. 5. After jam 20, an Official Timeout is called and then Red 513 is expelled. The rest of this page is otherwise intentionally blank (for pagination purposes). PAGE 21

24 Penalty Box The Penalty Box sheet acts as a log for Penalty Box Timers to track Skaters turns in the Penalty Box throughout the game, as well as an aid for Penalty Box Timers using the single stopwatch timing method. This paperwork is provided as a potential tool for use in games. Form Header: Fill in the Penalty Box Timer name at the top of the form. If not already populated on the printed sheet, also fill in the team name, team color, and date. Period: Write the current period (1 or 2) when the Skater is seated in the Penalty Box. Jam: Write the current jam when the Skater is seated in the Penalty Box. If the Skater is seated between jams, the upcoming jam should be indicated. Btwn Jams: (Between Jams) If a Skater sits down in the Penalty Box between jams, mark this column with an X. Team: Write the color of the team being timed here. Note: In the situation where only the team listed in the Form Header is being timed on that sheet, it is acceptable to leave this blank. Skater #: Write the jersey number of the penalized Skater. In the situation where a substitution is made due to an injury, foul out, or expulsion, the Skater serving the penalty should be listed here with a note in the margin next to the row indicating the roster number of the Skater who received the penalty ( serving for ## ). Pos: (Position) Write the position of the Skater serving the penalty. B - Blocker P - Pivot J - Jammer (active or inactive) In: Write the time on the timer s stopwatch when the Skater sits in the Penalty Box. Stand: The time on the watch when the Skater should be told to stand, which is 10 seconds before the time listed in Done. Jammer Penalty - During a Jammer swap, the Jammer may stand for fewer than 10 seconds or not at all. The final time recorded here is when the Jammer actually stands in the game, or it should be blank if the Jammer did not stand. If a Jammer swap occurs and the expected time to stand is written in so the person recording can also time the Jammer, cross it out to indicate that the Jammer left the Penalty Box before it was time to stand. Done: The time on the watch when the Skater should be told their penalty is done. When a Blocker has a single penalty, this should be 30 seconds after the time listed for In. Each additional penalty being served at the same time will add 30 seconds to this time. Jammer Penalty - During a Jammer swap, a Jammer will spend less than 30 seconds in the Penalty Box. The final time recorded here is when the Jammer penalty is actually done in the game. If a Jammer swap occurs and the expected time that the penalty is done is written in so the person recording can also time the Jammer, cross it out and write the actual time the penalty is done if the Jammer s penalty is shortened. When the Jammer is the second Jammer in a swap, the expected time will already reflect the shortened penalty. PAGE 22

25 Stopwatch at End of Jam: When Skaters are still in the Penalty Box when a jam ends, write down the time the stopwatch shows when it is stopped. Jam #: Jam numbers are listed to optionally allow easier tracking of the current jam. The column to the left is for the first period and the column on the right is for the second. Total Penalties: The roster of Skater numbers for the team being tracked should be printed in the shaded blocks, if not write in the Skater roster numbers to match the order on the penalty tracking sheet. When a Skater comes into the Penalty Box to serve a penalty, make a tally mark under the Skater s roster number for each penalty being served during that trip. This should correspond to the current penalty count for that Skater. In case of a substitution, the tally should always be marked for the Skater who was assigned the penalty, not the Skater serving it. Other situations: Skater leaving early - Indicate the time when the Skater left along with the note Left Early. When the Skater returns to the Penalty Box, add a new line for the remaining time and additional penalty, if applicable. Skater sat in error or penalty overturned - Draw a single line through the row for that trip and note either No penalty or Penalty overturned then erase the tally mark from the Total Penalties section since there is not a penalty that corresponds to this trip. Notation Examples for Penalty Box 1. In Jam 5, Blue 5150 sits in the Penalty Box, 22 seconds later, jam 5 ends. Between jams, Blue 666 sits in the Penalty Box. 2. In Jam 8, Blue Jammer 125 sits in the Penalty Box. 17 seconds later, Red Jammer 71 also sits in the Penalty Box. 3. In Jam 4, Blue 50 sits in the Penalty Box, but it is determined that they were not sent to the Penalty Box for a penalty. 4. In Jam 20, Red 513 is assessed a penalty, but Red 95 serves the penalty as a substitute due to an injury, foul out, or ejection of In Jam 4, Blue 125 sits in the Penalty Box, but leaves 24 seconds later, without being dismissed. Later in Jam 4, Blue 125 returns to the Penalty Box to serve the remaining time and additional penalty. PAGE 23

26 POST-GAME DATA ENTRY There is a particular order to performing the StatsBook data entry after a game, transferring the data from the game paperwork to the electronic file. Following the correct order will ensure accurate entry and allow for more robust error-checking. The correct order is: 1. Complete the IGRF, making any corrections or filling in any data gathered at the game. Do not enter period totals for points or penalties. These fields will be populated from the Score and Penalties sheets 2. Complete the Score sheet, Periods 1 & 2. (Jam numbers flow from Score to Lineups and Game Clock.) 3. Complete the Lineups sheet, Periods 1 & 2. (Double-check the Jammer and the Jam numbers arriving from Score.) 4. Complete the Penalties sheet, Periods 1 & Complete the Game Clock sheet, if used, Periods 1 & 2. General Hints for Data Entry Data Entry and Error-checking Using the 10-key keypad makes doing data entry faster, particularly on the Score and Lineups sheets. Consider doing your data entry in columns, using the 10-key keypad as much as possible, and then checking for entry errors viewing row-by-row. Moving Between Worksheets Using the Keyboard Switching between worksheets with keyboard shortcuts is faster than using the mouse, and much more gentle on one s wrists. To move to the next worksheet to the RIGHT: Win: Control +PgDown MacOS: Fn+Control+Down Arrow To move to the next worksheet to the LEFT: Win: Control +PgUp MacOS: Fn+Control+Up Arrow Data Entry for Unusual Circumstances If a scenario occurs that cannot be captured accurately using the form fields given (usually indicated by large amounts of margin notes on the written paperwork, such as: a Skater with more than 3 trips to the Penalty Box in a jam, more than 4 Blockers participating in a jam, and PAGE 24

27 so on) represent the information as accurately as possible using the fields available and provide additional information using the Comment feature in the spreadsheet. Any comments added should be set to show. IGRF Data Entry This sheet begins the flow of data to the rest of the StatsBook. Up to 20 Skaters names may be entered for a team on the IGRF. This does not mean that more than 14 Skaters may participate in a Regulation or Sanctioned game, but it is not required to identify that a particular Skater is an alternate or did not skate in order to fill out the IGRF. However, knowing that can reduce errors during data entry. Suggestion: If you have more than 14 Skaters on the IGRF, do consider noting which Skaters did not actually skate in the game by adding an * after their roster number (e.g., K1LL becomes K1LL*). Then if you incorrectly try to enter that roster number later without the *, the conditional formatting may catch it. Data to Enter on IGRF Sheet Make any changes to Section 1 entries created during pre-game preparation. Suspension: Enter YES or NO in the field, as needed. Color: The color each team was called by officials during the game. Since this may be a gametime decision by the Head Referee, confirm the colors actually used for Verbal Cues during the game here. This data populates from here to rest of the StatsBook. Brief Expulsion/Suspension notes should be entered in Section 2. The notes must include: team name, Skater roster number, the period and jam when the penalty occurred, the penalty name the expulsion was issued for, and if a suspension was recommended. The detailed report will be included with the scanned signed Expulsion-Suspension Form. NOTE: Entering data in these Expulsion fields in Section 2 will overwrite the default labeling. That is currently intended behavior. Enter yes if the Official Score required adjustment (This will also trigger required data entry on the OS Offset sheet). Also enter a brief description for the reason the adjustment had to be made. The rest of Section 2 cannot be confirmed until the Score and Penalties sheets have been entered and confirmed. In Section 3, enter the names of the Team Captains, Head Referee, and Head NSO in the appropriate fields. Use the same names as used elsewhere on the IGRF. Copy/Paste Special Value is the best way to transfer this data easily and accurately. Confirm the final Officials rosters in case of pre- or mid-game changes. Error Checking the IGRF Sheet Confirm final 14-Skater lineup against the Score, Penalties, Lineups and other worksheets to confirm that non-rostered Skaters are not being included in the game data. PAGE 25

28 Once the rest of the StatsBook is filled out, confirm the period total points and penalties for each team in Section 2 against the hard copy that was signed after the game to ensure that the signed IGRF is correct. If it isn t correct, you will have to get a corrected IGRF signed for this WFTDA Sanctioned game. Incorrectly entered Skater roster numbers are the most common cause of errors in other parts of the StatsBook, particularly on the Game Summary and Penalty Summary sheets. Verify their accuracy, ensuring they do not have stray space characters, and that their cells are formatted as Text, and that any leading zeros are being displayed. Re-typing any numbers showing problems often clears things up. The IGRF will display a #VALUE! error in Section 2 if the OS Offset sheet has been used AND a nonnumeric character exists in the Official Score Offset +/- column a row with a valid jam number. Score Data Entry Data entry of the Score sheet is critical for providing some information used on other sheets, as well as calculating the game scoring. Data to Enter on Score Sheet Confirm the header information from the IGRF for accuracy. Correct on the IGRF, when possible. Scorekeeper: Provide the name of the Scorekeeper for each team for each period. Make sure that these correspond per period as Scorekeepers typically change teams in the second period. Use the same name as the Scorekeeper used on the IGRF. Copy/Paste Special Value is the best way to transfer this data easily and accurately. Jammer Referee: Provide the name of the Jammer Referee for each team for each period. Make sure that these correspond per period as Jammer Referees typically change teams in the second period. Use the same name as the Jammer Referee used on the IGRF. Copy/Paste Special Value is the best way to transfer this data easily and accurately. Jam: The jam column will be used to populate the jam numbers appearing on the Lineups sheet, as well as to calculate how many jams occurred in the game. Enter the jams in sequential, numerical order. If there is a Star Pass, it should appear on a separate row with SP (or SP*) for the jam number. Hint for faster Jam # entry: Enter jams 1, 2, & 3. Then highlight the cells 2 and 3 ONLY. Move the cursor over the little black square at the bottom right corner of the selection rectangle (the cursor will change shape to a thin black cross), then press & drag straight down until you have all the jam numbers needed. If there were Star Passes, you will need to adjust the jams manually (using Copy/Paste Special Value), and enter the appropriate SP/SP*. You must skip selecting jam 1 s cell, otherwise it will copy the black border at the top of the jam 1 cell. You must select the cells for both jams 2 AND 3 so that the alternating shading is not adversely affected. You may copy the jam numbers from the Home Team to the Visiting Team (for each period) by selecting them, then using Copy/Paste Special Value into the first Jam # cell for the Visiting Team. Then adjust any SP and/or SP* values as necessary. Jammer s Number: Enter the roster number of the Jammer for each jam. This information will PAGE 26

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