Peninsula Football Officials Association

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1 PAGE 1 OF 25 Peninsula Football Officials Association Crew of 7 Officials Mechanics Manual Revised August 2015 Reviewed July 2016 Changes identified with grey highlighted text

2 PAGE 2 OF 25 I. PRIOR TO GAME DAY A. ALL OFFICIALS: 1. Have uniform clean and shoes polished prior to game and pack uniform and equipment. 2. You are responsible for getting your game assignment, and accepting it in Arbiter. 3. If you have not been contacted by R concerning travel/meeting site at least 2 days prior to the game, call R or another crew member for information. Call commissioner when you are unable to contact R or another crew member. B. REFEREE: 1. Contact crew to arrange meeting site, time, and travel plans. (Should be completed no later than 2 days prior to scheduled game.) If unable to contact an official, advise commissioner. 2. Be sure you have directions to the game site. II. PRE-GAME A. ALL OFFICIALS: 1. Arrive at game site 60 minutes prior to kick off (For out of town games when pre-game conference is held enroute, this requirement is reduced to 45 minutes prior to kick off). 2. Verify you have the proper officiating equipment and it is functioning. 3. Participate in pre-game conference. 4. Enter field 30 minutes prior to kick off. 5. Accompany R in pre-game conference with coaches. 6. Participate in pre-game toss if there is one. 7. Conduct individual duties as listed below in preparation for coin toss. B. REFEREE: R 1. Conduct pre-game conference. 2. Confer with both coaches (home team first) and do the following: a. Ascertain if pre-game coin toss will be held off the field. b. Obtain captains names and numbers. c. Approve game balls. Ask head coach for identity of ball boys. d. Have each head coach verify that all players are legally equipped. e. Obtain information on unusual plays, including unbalanced line, on-side/pooch kicks. f. Ask coach if his kicker can kick off inside the 10-yard line. g. Obtain and provide information regarding length of half time. h. Give head coaches starting time, present time, and time for captains to come to coin toss. C. UMPIRE: U 1. Rule on legality of player equipment. 2. Check for marking of 3 yard line for tries. 4. Police the field and teams for equipment/uniform violations. 5. Move with H and S to the 50-yard line on visitor side of field in preparation for the coin toss.

3 PAGE 3 OF 25 D. HEAD LINESMAN: H 1. Check sideline, box, chains, and clip(s). Be sure chains have tape in the center at the five yard mark. NOTE: H will use a 2-clip system during all Varsity contests 2. With S, meet with chain crew and instruct them concerning their duties and responsibilities. Emphasize their safety, and instruct them to communicate with you immediately if the visiting team is uncooperative in staying within the team box in order to safely operate the chains. 3. With the S, locate ball personnel on your sideline, obtain their names, and instruct them in their duties. 4. Move with U and S to the 50-yard line on visitor side of field in preparation for the coin toss. 5. Have ball ready for kick-off. E. LINE JUDGE: L 1 Check field to see that it is marked properly, goal posts are legal, and that there are no safety hazards. 2. Move with R, B and F to 50-yard line on home side of field in preparation for coin toss. F. FIELD JUDGE: F 1. Ensure that you have a device to record all penalties. 2. Record all penalties during game, including official who called penalty, number of offender, time of foul and whether accepted or declined. 3. If both coaches agree to pregame toss, F & S will get respective captains. 4. Locate ball personnel on your sideline, obtain names, and instruct them in their duties. Emphasize their safety, and the need for ball personnel to remain off the field unless specifically instructed by a member of the officiating crew to enter the field. 5. Contact person responsible for national anthem and ensure it is concluded 5 minutes prior to kick off. 6. Move with R, B & L to 50-yard line on home side of field in preparation for coin toss. G. SIDE JUDGE: S 1. Responsible for timing the entire game on the field as back-up to the ECO. a. Have an accurate timing device b. Notify R of any timing discrepancies 2. Provide all officials with correct time. 3. Locate clock operator, verify that he has a card, advise him of official time, and review duties and responsibilities. 4. With the H, meet with chain crew and verify H instructed them concerning their duties and responsibilities. 5. Locate ball personnel on your sideline, obtain their names, and instruct them in their duties. Emphasize their safety, and the need for ball personnel to remain off the field unless specifically instructed by a member of the officiating crew to enter the field. 6. Move with H and U to 50-yard line on H s side of field in preparation for coin toss. Obtain game ball from team on L s side. H. BACK JUDGE: B 1. Have an accurate timing device for 25-second clock. 2. Move with R, F & L to 50-yard line on home side of field in preparation for coin toss. 3. Have ball ready for kick-off. III. COIN TOSS A. ALL OFFICIALS: 1. After coin toss meet with other officials at midfield to record toss results on game cards. 2. On R s signal, quickly move to your position for kick off.

4 PAGE 4 OF 25 B. REFEREE: 1. Signal U when ready to enter field. When U signals back, enter field from home side at 50 yard line and proceed to the center of field and face U, approximately 4 yards apart. R will face the score board (Captains remain on sideline with F and S). 2. When ready, signal to F and S to bring captains to center of field. F & S stop at 9-yard marks (top of the numbers). 3. Have captains shake hands at center of field. 4. Toss the coin and explain options to the winning captain. 5. Signal and use mic (if available) to announce toss results to the press box side of the stadium. 6. Mark game card. C. UMPIRE: 1. When R signals he is ready, return the signal when you are ready. Enter field from visitor side at the 50- yard line, proceed to center of the field and face R approximately 4 yards apart. U will have his/her back to the field clock. (Captains remain on sideline with F and S). 2. Observe coin toss; confirm choices to R and record on game card. D. HEAD LINESMAN: 1. Meet visiting team s captains and coaches and ask coaches to assist in keeping sideline clear. 2. Have visiting team s ball ready to carry onto field. 3. Flank captains with S. Stay on sideline while S escorts captains onto field and stand in front of team. 4. If your ball is to be used for kick-off, give it to B at center of field. E. LINE JUDGE: 1. Meet home team s captains and coaches and ask head coaches to assist in keeping sideline clear. 2. Have your team s ball ready to carry onto field. 3. Flank captains with F. Stay on sideline while F escorts captains onto field and stand in front of team. 4. Meet at center of field; ensure all agree on results of the toss. F. FIELD JUDGE: 1. Meet with home team s captains. 2. Position speaking captain next to you on the 50-yd line and on same side as R. 3. Signal when ready. R will signal when ready. Escort captains onto the field. Stop at 9-yard marks (top of the numbers). Captains continue to R and U at center. G. SIDE JUDGE: 1. Meet with visiting team s captains. 2. Position speaking captain next to you on the 50-yd line and on same side as R. 3. Signal when ready. R will return signal when ready. Escort captains onto the field. Stop at 9-yard marks (top of the numbers). Captains continue to R and U at center. H. BACK JUDGE: 1. Flank captains with F. Stay on sideline with L standing in front of the team while F escorts captains onto field. 2. Meet at center of field; ensure all agree on results of the toss. 3. Have appropriate ball for kicking team (K), and after breaking crew huddle proceed to K s free kick line.

5 PAGE 5 OF 25 I. COIN TOSS HELD EARLY: 1. If approved by both head coaches, the coin toss may be held off the field. 2. After meeting with both head coaches, the S & F will retrieve speaking captains from each team and all officials will meet at a predetermined location (usually visitor s sideline or end zone). 3. The toss will be held and results recorded by all officials. 4. Five minutes prior to game time, the normal coin toss procedure (no coin will be tossed) will be conducted at midfield to indicate the results of the off field toss. IV. FREE KICKS A. ALL OFFICIALS: 1. Get your team count ( K or R ) and confirm with partners. 2. If ball is legally touched in your primary area, wind to start the clock. 3. The covering official should actually see the ball in possession of runner who is down or whose forward progress is stopped or ball out of bounds before sounding his whistle. 4. If ball becomes dead in your area, sound whistle, mark spot of forward progress and give timeout signal. 5. If kick goes out of bounds untouched by R in your area, sound whistle, drop flag on spot where ball went out of bounds for kick infraction, and give time out signal. 6. If kick goes out of bounds touched by R in your area, sound whistle, mark spot and give time out signal. 7. Echo time out signal given by a fellow official(s) where/when appropriate. 8. Whenever a fumble occurs, the covering official will mark the spot of the fumble with bean bag. 9. Be alert for forward handing. 10. Be alert for kick catching interference. 11. In obvious on-side kick situations: a. All except R have beanbag in hand and watch action in the neutral zone b. All responsible for illegal blocks and initial contact and blocks (ball must go 10 yds before K makes contact, or R initiates a block within the NZ ), first touching by K, muffing by R, and recovery by either team c. Watch for pooch kick and any fair catch signal or kick catching interference d. Once the ball goes 10 yards and has touched the ground, it is anybody s ball e. Come in to get spot and know who has possession ( hustle but don t hurry ) 12. K cannot advance the ball unless R has had possession and then fumbled. 13. Remember, game clock needs to be properly stopped and started on all free-kick/on-side kick plays. When the covering official gives the signal to stop the clock B/F/S/L should ensure the game clock has been properly stopped taking care to continue dead ball officiating. B. REFEREE: 1. Take a position on the goal line equal distance from both sidelines. 2. Count R players and confirm count with H and L. 3. Check with B, and confirm B s hand signal that he is ready before sounding ready for play whistle. 4. Observe K to ensure at least 4 players are on each side of the kicker when the ball is kicked. If not, kill the play and penalize K for encroachment. 4. Responsible for the goal line. H and L will assist with pylon. If kick penetrates R s goal line, sound whistle and give touchback signal. 5. Once possessed by R in your area: wind the clock, carry the runner to the H or L, observing action on and immediately around the runner. Once the H or L picks up the runner, observe action around and behind the runner.

6 PAGE 6 OF On obvious short free kicks, send H and L to position between the two free kick lines ( 6-in-the-box ) and you stay at goal line and be prepared to move forward quickly to cover kick if it is kicked deep. 7. When a field goal is attempted as a free kick after a fair catch or an awarded fair catch, take a position directly behind the kicker. Sound whistle to put ball in play. Responsible action on the kicker. C. UMPIRE: 1. Initially take a position on K s free kick line on the visitor s sideline opposite the press box Count K players and confirm with B and S. 2. Keys are K players #4 and #5 on your side of the kicker, counting from outside of the formation in. Also responsible for action on the kicker. 3. Initially rule on kicking team encroachment and whether anyone other than the kicker is more than 5 yards behind K s free kick line. Observe initial blocks on your keys while moving at a 45 degree angle to your hash mark and officiate inside out on plays to your side of the field. 4. After ball has gone downfield continue to watch for blocks on your keys all the way down the field. Make sure any contact on the kicker is legal. Move downfield toward location of ball observing action away from the ball. 5. On long runs, turn and observe action around and behind runner. When ball is declared dead, get A s ball and spot it. 6. On obvious on-side kick situations, remain on K s free kick free kick line ( 6-in-the-box ). Work with beanbag in hand. Rule on encroachment by K. Observe for illegal blocks on the kicker. Know whether the kick has touched the ground. 7. When a field goal is attempted as a free kick after a fair catch or an awarded fair catch, take a position on K s free kick line on the visitor s side of the field opposite the press box watching especially for LOS fouls. D. HEAD LINESMAN: 1. Take an initial position on the goal line outside the pylon on the visitor s side of the field opposite the press box. Stay on the pylon until it s no longer threatened. If the kicker cannot threaten the goal line R can move you up as far as the 15-yard line. Start on 20 yard line after a safety. 2. Count R players and confirm with the R & L. 3. Assist R with call near your pylon. 4. Key is K player #1 on your side of the kicker, counting from the outside of the formation in. Must know if your key goes out of bounds voluntarily or is blocked out of bounds, and returns to the field of play 5. Once the ball is possessed by R in your area, (your side line to the top of the numbers), responsible for winding clock, blocks at POA, and the forward progress spot all the way to the 2 yard line. 6. When not responsible for the runner observe action on your key and in front of the runner. On kicks to areas covered by the R & L, clean up the area(s) behind them. Be aware of reverses. 7. On obvious on-side kick situations, move up to the yard line mid-way between the free kick lines between U and S ( 6-in-the-box ). Work with beanbag in hand. Rule on illegal blocks and first touching within the first 6 yards. Know whether the kick has touched the ground. 8. When a field goal is attempted as a free kick after a fair catch or an awarded fair catch, take a position on R s free kick line on the visitor s side of the field opposite the press box watching especially for LOS fouls & short free kicks (live ball). 9. Be alert for valid/invalid/illegal fair catch signal(s). 10. Set chains at forward progress spot (off the sideline) & assist in getting correct ball on/off the field. E. LINE JUDGE: 1. Take an initial position on the goal line outside the pylon on the home team side of the field (press box side). Stay on the pylon until it s no longer threatened. If the kicker cannot threaten the goal line R can move you up to the 15-yard line. Start on 20 yard line after a safety. 2. Count R players and confirm with the R & H. 3. Assist R with call near your pylon.

7 PAGE 7 OF Key is K player #1 on your side of the kicker, counting from the outside of the formation in. Must know if your key goes out of bounds voluntarily or is blocked out of bounds, and returns to the field of play 5. Once the ball is possessed by R in your area, (your side line to the top of the numbers), responsible for winding clock, blocks at POA, and the forward progress spot all the way to the 2 yard line. 6. When not responsible for the runner observe action in front of the runner. 7. On kicks to areas covered by the R & H, clean up the area(s) behind them. Be aware of reverses. 8. On obvious on-side kick situations, move to up to the yard line mid-way between the free kick lines between B and F ( 6-in-the-box ). Work with beanbag in hand. Rule on illegal blocks and first touching within the first 6 yards. Know whether the kick has touched the ground. When a field goal is attempted as a free kick after a fair catch or an awarded fair catch, take a position on K s free kick line on the home team side of the field (press box side) watching especially for LOS fouls & short free kicks (live ball).be alert for valid/invalid/illegal fair catch signal(s) 9. Assist in getting correct ball on/off the field. F. FIELD JUDGE: 1. After a score, move to home team sideline and upon signal with the S; move up the sideline clearing all persons behind team box free kick line. Ask head coach to cooperate in keeping sideline clear. 2. Take a position on R s free kick line, on the home team (press box) sideline 3. Count K players and confirm with U & S. 4. Keys are K players #2 and #3 on your side of the kicker, counting from the outside of the formation in 5. After R gives ready for play signal, watch for encroachment and free kick infractions. 6. Watch for first touching of free kick by K and mark spot with bean bag. 7. After ball has gone downfield, move slowly down the sideline in that direction, staying with your keys and observing contact all the way down the field. Once ball carrier begins moving up-the-field transition to zone coverage in front of or behind the ball carrier, as appropriate 8. Responsible for sideline to K s goal line. 9. On obvious on-side kick situations, remain on R s free kick line. Work with beanbag in hand. Be prepared to rule on illegal blocks, kick recovery and first touching by K in last 4 yards before R s free kick line. 10. Be alert for valid/invalid/illegal fair catch signal(s). 11. Assist in getting correct ball on/off the field. 12. When a field goal is attempted as a free kick after a fair catch or an awarded fair catch, take a position on the end-line under the cross bar and be prepared to rule on short free kicks (live ball). G. SIDE JUDGE: 1. After a score, move to visiting team sideline and upon signal with the F, move up the sideline clearing all persons behind team box free kick line. Ask head coach to cooperate in keeping sideline clear. 2. Take a position on R s free kick line on the visiting team side of the field (opposite press box side). Count K players and confirm with U & F. 3. Keys are K players #2 and #3 on your side of the kicker, counting from the outside of the formation in 4. After R gives ready for play signal, watch for encroachment and free kick infractions. 5. Watch for first touching of free kick by K and mark spot with bean bag. 6. After ball has gone downfield, move slowly down the sideline in that direction, staying with your keys and observing contact all the way down the field. Once ball carrier begins moving up-the-field transition to zone coverage in front of or behind the ball carrier, as appropriate 7. Responsible for sideline to K s goal line. 8. On obvious on-side kick situations, remain on R s free kick line. Work with beanbag in hand. Be prepared to rule on illegal blocks, kick recovery and first touching by K within last 4 yards before R s free kick line.

8 PAGE 8 OF Be alert for valid/invalid/illegal fair catch signal(s). 10. Assist in getting correct ball on/off the field. 11. When a field goal is attempted as a free kick after a fair catch or an awarded fair catch, take a position in the center of the field at the goal line to rule on whether the ball breaks the plane of the goal line or not. H. BACK JUDGE: 1. B hands ball to the kicker, reminds kicker of 2015 rule changes regarding formation requirements. 2. Confirm K team count with U/F/S. 3. Instruct the kicker not to kick the ball until the R whistles the ball ready for play. 4. After giving kicker the ball, go immediately to K s free kick line on the home (press-box) side of the field. 5. Signal R by raising hand when you are ready for kick off with a bean bag in hand. 6. Keys are K players #4 and #5 on your side of the kicker counting from the outside of the formation in 7. Initially rule on kicking team encroachment and whether anyone other than the kicker is more than 5 yards behind K s free kick line. Continue to observe for blocks on your keys while moving at a 45 degree angle to your hash mark and officiate inside out on plays to your side of the field. 8. On obvious on-side kick situations, remain on K s free kick free kick line ( 6-in-the-box ). Work with beanbag in hand. Rule on encroachment by K. Observe for illegal blocks on the kicker. Know whether the kick has touched the ground. 9. Responsible for goal line with F/S on break-away returns. 10. When a field goal is attempted as a free kick after a fair catch or an awarded fair catch, take a position on the end-line under the cross bar and be prepared to rule on short free kicks (live ball). 11. Be alert for valid/invalid/illegal fair catch signal(s). 12. Signal and enforce any penalty for a dead ball foul or an accepted penalty which requires a re-kick. 13. Assist in getting correct ball on/off the field. V. SCRIMMAGE PLAYS Man-Zone-Ball Coverage Concept At the snap, officials stay with initial key(s) ( man ) to ensure they do not foul or are fouled. As the play develops, you may be required to release your initial key in order to officiate action developing in your primary zone. When the ball is thrown, all covering officials in the area must focus on the spot of the catch ( ball ). If the passing play dictates, Umpires must immediately turn in the direction of the pass. Ruling on whether or not the pass is complete or incomplete, and the legality of any contact on an eligible pass receiver is of the utmost importance. If the pass is complete, officials revert back to observing key(s) in their primary zone. If there is doubt on the catch, officials on the opposite side of the field may be in a position to help rule on the play. Come together quickly, and confirm/de-conflict the ruling. The official who has primary responsibility for the play in question should signal the final ruling on the play (complete/incomplete). A. ALL OFFICIALS: 1. Verify the correct down on every play. 2. Count and verify number of players on every play. 3. The covering official who actually sees the ball in possession of runner who is down or whose forward progress is stopped or ball out of bounds should sound his whistle. There is no need for additional whistles except to alert players that the play is over. 4. When ball is declared dead and a first down is obvious, give timeout signal, and check to ensure game clock is stopped while continue to dead ball officiate. 5. If you are the covering official on out of bounds plays, sound whistle, give timeout signal, mark the spot, and observe action out of bounds around runner. 6. When forward progress is near the line to gain, covering official is not to move ball until R determines if line to gain has been reached (come all the way in and put the ball at your foot).

9 PAGE 9 OF Wings need to hold the LOS to make sure quarterback does not cross before throwing the ball. Once ball is gone, move downfield into coverage. Be alert for short drag routes/ pick plays for OPI/DPI or holding. Especially in the Red Zone and goal line plays. 8. H, L & U know your eligible receiver numbers, and look for ineligibles down field on passes that cross the LOS. 9. Stay with your keys as long as they are threatened to ensure they do not foul or are fouled, then switch to zone coverage and then ball coverage. 10. If the ball is first touched by B, including behind the LOS, there can be no pass interference. 11. If the ball is first touched by A, there can be no pass interference on B. 12. If F or S is unsure if the ball has crossed the LOS on a screen pass, throw the flag for OPI or DPI and come in and ask wing official. 13. On long incomplete passes, wing official should get another ball from the sideline. 14. Whenever a fumble occurs, the covering official will mark the spot of the fumble (appropriate yard line) with bean bag. 15. REVERSE MECHANICS will switch lead/trail responsibilities on change of possession. 16. Back up time out signal given by a fellow official where/when appropriate and check that clock is stopped (Primarily B/S/F/L). 17. All officials MUST know the correct down on EVERY down. If there is any question regarding the down, stop the clock and resolve with the R prior to the ball becoming alive. 18. Be a great dead ball official. After all plays (except ones with critical spots), stop where you are for two seconds and watch the dead ball action. After that, move in slowly so that you can continue to officiate. 19. All fouls (except safety fouls -- PF/UNS, etc.) should be at the POA. 20. Be alert for eligible receivers going out of bounds voluntarily or by being blocked. B. REFEREE: 1. Establish a consistent tempo for marking the ball ready for play with signal and short blast of your whistle. Do not rush or significantly deviate from your established tempo if the offense is in hurry up mode. Your crew should already be operating at a maximum tempo. 2. Count team A players before they break the huddle. Give count signal to U and acknowledge his signal. A clenched fist at shoulder height in front of body represents 11 players. An open hand at shoulder height in front of the body represents less than 11 players. 3. Observe if A is in an unbalanced line formation, point with umpire to strong side covered receiver, and place opposite hand on cheek. 4. Check numbering on offensive line to confirm five players numbered 50-79, or numbering exception. 5. Take a position approximately yds behind the LOS, on the outside shoulder of the TE (or where the TE would normally be aligned) and to the throwing arm side of the QB and in position to comfortably see the ball, offensive backfield, opposite side Offensive Tackle, and the snap. Watch initial action by opposite side OT at the snap. 6. Look through the offensive backfield to watch for movement in the backfield prior to the snap. 7. Primary key/responsibility is the QB. 8. After the snap widen your field of vision to observe the ball, ball carrier, and action around ball carrier until he reaches LOS and enters H & L s area, and then revert back to action around the QB. 9. On passing plays, stay with the QB watching for roughing the passer, pass thrown behind or beyond LOS, and rule on illegal passes. Stay with this key even after the play has continued downfield. 10. Clean up behind plays, observing off-the-ball action watching for illegal acts, PFs, UNS, etc. 11. When ball is declared dead, continue to dead ball officiate, communicate with L to determine next down. Communicate with H to relay number of next down.

10 PAGE 10 OF 25 C. UMPIRE: 1. Remain over the ball, until the R blows the ready for play. If the offense is in hurry-up mode, the R will signal the U to move off the ball and give him time to get set, before sounding the ready for play. 2. Take a position behind team B (usually 5-8 yds. from line of scrimmage) opposite R and between B s ends keeping snapper and ball in view. 3. Count team A players, give count signal, R will acknowledge by returning signal. A clenched fist at shoulder height in front of body represents 11 players. An open hand at shoulder height in front of the body represents less than 11 players. 4. Observe if A is in an unbalanced line formation, point with R to strong side covered receiver, and place opposite hand on cheek. 5. Check numbering on offensive line to confirm five players numbered 50-79, or numbering exception. 6. Watch for false starts, snap infractions, and other dead ball fouls. 7. Cover action on snapper and of players at POA and then behind runner, watching for holding, illegal use of hands, illegal blocks. 8. Pass plays - move toward LOS at least as far as the expanded neutral zone, watch for ineligibles downfield; assist R with tipped pass, pass crossing LOS and illegal forward pass; be in position to turn and assist with ruling on passes thrown in front of side officials (complete/incomplete). 9. When ball is declared dead, continue to dead ball officiate, and get forward progress from covering official and spot ball on proper yard line between the hash-marks. Cover ball until R gives ready for play signal. 10. On goal line plays, do not signal touchdown, let the wing(s) make the call. D. HEAD LINESMAN: 1. Check position of box and verify correct down number. 2. Initial position is straddling neutral zone outside of field of play in the white (within 2-yd belt). 3. Count A players on the line on your side of the snapper. 4. When a wide-out comes to your side, tell him that you are the line, and if you are in doubt ask if he is on or off the line. When widest A player is positioned off the line on your side on the formation signal to L by punching this player back, and hold until the snap. (Signal only when man is split approximately 3 yds. or more). Signal to L number of A players on your side of the center (thigh < 3, belt = 3, chest > 3). Confirm with L you have seven on the LOS with downfield arm extended upwards. If you have fewer than three linemen, observe R and U s signals for number of offensive players. Look for R and U s unbalanced line signal. Count backs if time allows. 5. Know the eligible pass receivers numbers on your side. Your initial key is the second widest receiver (#2) on your side of the offensive formation. 6. Observe A player whose initial motion is toward opposite sideline. Responsible for ruling on illegal motion in this scenario. 7. Watch for encroachment and false starts. 8. Responsible for forward progress on your sideline until runner gets to the 2-yd line. 9. After snap, watch initial action on or by the offensive player who is your key, especially if he s threatened. Observe blocking in front of the runner behind the LOS on runs to your side or in the neutral zone. When the play comes into your area, take responsibility for the pitch man, ball, and runner after R has turned him over to you. When play goes to opposite side, observe action off-the-ball and behind R and U and drift in no further than top of the numbers, and move slowly downfield being prepared to cover your sideline if runner comes back across field to your side (give soft spot of forward progress). Mirror forward progress spots with L. 10. During a pass play: 1) be ready to rule on direction of quick QB pass towards you; 2) stay on the line of scrimmage until the pass is thrown, observe action on your key receiver, then switch to zone coverage; coordinate coverage with S. When pass is thrown into your zone, be in position to rule on pass completion and OPI/DPI. If pass is incomplete in your area, sound whistle, give incomplete pass signal.

11 PAGE 11 OF On all plays in your area, mark forward progress with downfield foot. When ball becomes dead in the side zone, place ball on foot until next down is determined. Use S to relay ball to U. Hold spot until released by U. Know the down and distance and be prepared to come in and sell the spot on close situations including the line to gain and goal line. 12. On plays between the hash-marks, hold forward progress spot with downfield foot until released by U. When spot is near the line to gain place ball on downfield foot and await R s decision on awarding a first down or measuring. 13. When ball becomes dead, confirm with R regarding number of next down. Signal box to move to forward point of ball and to change down marker. If new series is declared, move to sideline and reset box, clip, and yardage chains. 14. Plays up the middle, follow on sideline ( crab technique) and then square in to show spot. 15. On plays away, move up the LOS to no further than the 9-yd mark and watch off-ball action behind R and U. 16. On goal line plays (ball snapped on or inside B s 5 yd. line) move immediately to the goal line when the ball is snapped, and officiate back to the forward progress spot. Responsible to rule on ball penetrating the plane of the goal line. In order to rule on a score, you must be on the goal line. Be alert for a pass. 17. When ball is snapped inside A s 5 yard line, use reverse goal line mechanics and go to goal line immediately after snap to rule on safety, and officiate back to the forward progress spot. 18. Holding, BIB calls should be at POA and have a material effect on the play. Obvious take down hold, or BIB rising to level of PF if the action is away from POA. 19. On long gains, off side wing official should look back at R after the play to let R know whether there are flags down or not. If not, R will motion to the chain crew to move. 20. Remind chain crew to watch R also, especially on long gains. 21. Be a great dead ball official. After all plays (except ones with critical spots), stop where you are for two seconds and watch the dead ball action. After that, move in slowly so that you can continue to officiate. E. LINE JUDGE: 1. Confirm position of box and down number. 2. Initial position is straddling neutral zone outside of field of play in the white (within 2-yd belt). 3. Count A players on the line on your side of the snapper. 4. When a wide-out comes to your side, tell him that you are the line, and if you are in doubt ask if he is on or off the line. Signal to H position of When widest A player is positioned off the line on your side of the formation signal to H by punching this player back, and hold until snap (Signal only when man is split approx. 3 yds. or more). Signal to H number of A players on your side of the center (thigh < 3, belt = 3, chest > 3). Confirm with H you have seven on the LOS with downfield arm extended upwards. If you have fewer than three linemen, observe R and U s signals for number of offensive players. Look for R and U s unbalanced line signal. Count backs if time allows. 5. Know the eligible pass receivers numbers on your side. Initial key is second widest receiver (#2) on your side of the offensive formation. 6. Observe A player whose initial motion is toward opposite sideline. Responsible for ruling on illegal motion in this scenario. 7. Watch for encroachment and false starts. 8. Responsible for forward progress on your sideline until runner gets to 2-yd line. 9. After snap, watch initial charge action on or by of linemen the offensive player who is your key, especially if he s threatened. Observe blocking in front of the runner behind the LOS on runs to your side or in the neutral zone. When the play comes into your area, take responsibility for the pitch man, ball, and runner after R has turned him over to you. When play goes to opposite side, observe action off-the-ball and behind R and U and drift in no further than top of the numbers, and move slowly downfield being prepared to cover your sideline if runner comes back across field to your side (give soft spot of forward progress). Mirror forward progress spots with H.

12 PAGE 12 OF During a pass play: 1) be ready to rule on direction of quick QB pass towards you and signal if backward; 2) stay on the line of scrimmage until the pass is thrown, observe action on your key receiver, then switch to zone coverage; coordinate coverage with F. When pass is thrown into your zone, be in position to rule on pass completion and OPI/DPI. If pass is incomplete in your area, sound whistle, give incomplete pass signal. 11. On all plays in your area, mark forward progress with downfield foot. When ball becomes dead in the side zone, place ball on foot until next down is determined. Use F to relay ball to U. Hold spot until released by U. Know the down and distance and be prepared to come in and sell the spot on close situations including the line to gain and goal line. 12. On plays between the hash-marks, hold forward progress with downfield foot until released by U. When spot is near the line to gain, place ball on downfield foot and await instructions from R. 13. Plays up the middle, follow on sideline and then square in to show spot. 14. On plays away, move up the LOS to no further than the 9-yd mark and watch off-ball action behind R and U. 15. On goal line plays (ball snapped on or inside B s 5yd. line), move immediately to the goal line when the ball is snapped, and officiate back to the forward progress spot. Responsible to rule on ball penetrating the plane of the goal line. In order to rule on a score, you must be on the goal line. Be alert for a pass. 16. When ball is snapped inside A s 5 yard line, use reverse goal line mechanics and go to goal line immediately after snap to rule on safety, and officiate back to the forward progress spot. 17. Holding, BIB calls should be at POA and have a material effect on the play. Obvious take down hold, or BIB rising to level of PF if the action is away from POA. 18. On long gains, off side wing official should look back at R after the play to let R know whether there are flags down or not. If not, R will motion to the chain crew to move. 19. On plays resulting in a first down (or anytime the clock will start on R s ready-for-play whistle), wind the clock with R. 20. Be a great dead ball official. After all plays (except ones with critical spots), stop where you are for two seconds and watch the dead ball action. After that, move in slowly so that you can continue to officiate. F. FIELD JUDGE: 1. Take a position in the white on the sideline yards from the LOS, based on down and distance. Always work outside in and maintain your cushion or fade in front of the runner or pass receiver. Initial key is widest receiver (#1 counting from the outside of the formation in). 2. Count B players and confirm with S and B. A clenched fist extended at shoulder height parallel to the sideline ( up-field or downfield ) represents 11 players. An open hand extended at shoulder height parallel to the sideline ( up-field or downfield ) represents less than 11 players. Touching flag (belt area) indicates greater than 11 players and be prepared to penalize and shut down the play if the snap is imminent. 3. Responsible for end line at all times and sideline from where (when/if) you assume responsibility for the runner. 4. At the snap, hold your initial position, and quickly observe action by the TE/OT on your side of the formation to determine run blocking or pass blocking before returning focus to your key. 5. On running plays towards your primary coverage zone watch for illegal blocks by your key, and switch to zone coverage to observe action in B s secondary and action in front of the runner, as the play develops ( man-zone-ball coverage concept). 6. On pass plays, retreat to be in position behind deepest receiver, observe action downfield. When pass is thrown, be in position to rule on pass completion and OPI/DPI. If pass is incomplete, sound whistle, give incomplete pass signal. On short passes, be in a position to assist. 7. Be in position to provide L forward progress yard line on long plays. Do NOT come back and take the forward progress spot from L. Signal stop clock if appropriate, and check to ensure the clock has stopped, while continuing to dead ball officiate.

13 PAGE 13 OF When LOS is at or inside 20-yd line (i.e. Red Zone ) initial position is on the goal line pylon. Communicate with B/S that deep 3 coverage will remain man. Do not switch to zone coverage in Red Zone/Goal Line situations. Be especially alert for possible pick / rub plays by your key in these areas. 9. When LOS is on or inside B s 5 yd. line, take initial position on the endline outside the corner pylon and communicate with L prior to snap that L has goal line. Key remains unchanged (receiver #1). 10. Record all penalties. G. SIDE JUDGE: 1. Take an initial position in the white on the sideline yards from the LOS, based on down and distance. Always work outside in and maintain your cushion or fade in front of the runner or pass receiver. Initial key is widest receiver (#1 counting from the outside of the formation in). 2. Responsible for timing the entire game on the field as back-up to the ECO. a. Have an accurate timing device b. Notify R of any timing discrepancies 3. Count B players and confirm with F and B. A clenched fist extended at shoulder height parallel to the sideline ( up-field or downfield ) represents 11 players. An open hand extended at shoulder height parallel to the sideline ( up-field or downfield ) represents less than 11 players. Touching flag (belt area) indicates greater than 11 players and be prepared to penalize and shut down the play if the snap is imminent. 4. At the snap, hold your initial position, and quickly observe action by the TE/OT on your side of the formation to determine run blocking or pass blocking before returning focus to your key. 5. Responsible for end line at all times and sideline from where (when/if) you assume responsibility for the runner. 6. On running plays towards your primary coverage zone watch for illegal blocks by your key, and switch to zone coverage to observe action in B s secondary and action in front of the runner as the play develops ( man-zone-ball coverage concept). 7. On pass plays, retreat to be in position behind deepest receiver, observe action downfield. When pass is thrown, be in position to rule on pass completion and OPI/DPI. If pass is incomplete, sound whistle, give incomplete pass signal. On short passes, be in a position to assist. 8. Be in position to provide H forward progress yard line on long plays. Do NOT come back and take the forward progress spot from L. Signal stop clock if appropriate, and check to ensure the clock has stopped, while continuing to dead ball officiate. 9. When LOS is at or inside 20-yd line (i.e. Red Zone ) initial position is on the goal line pylon. Communicate with B/F that deep 3 coverage will remain man. Do not switch to zone coverage in Red Zone/Goal Line situations. Be especially alert for possible pick / rub plays by your key in these areas. 10. When the ball is put into play on or inside B s 5 yd. line, take initial position on the end line outside the corner pylon and communicate with H prior to snap that H has the goal line. Key remains unchanged (receiver #1). 11. Responsible for keeping accurate game time on-the-field in the event the game clock becomes non- operational, or excess time is inadvertently allowed to run off the clock. H. BACK JUDGE: 1. Take a position inside the hash-marks to the strong side of the offensive formation (normally identified by the location of the TE) 20 yards from the line of scrimmage, based on down and distance and always deeper than deepest defender. Always maintain your cushion or fade in front of the runner or pass receiver.

14 PAGE 14 OF Count B players and confirm with F and S. A clenched fist at shoulder height in front of body represents 11 players. An open hand shoulder height in front of the body represents less than 11 players. Touching flag (belt area) indicates greater than 11 players and be prepared to penalize and shut down the play if the snap is imminent. 3. Initial key is the # 3 receiver counting from the outside of the formation in on the strong side (normally identified by the TE), or motion man. In a balanced formation, B will key to L side. 4. At the snap hold your initial position, and then as necessary move laterally and backward to observe actions of players ahead of the runner as the ball moves toward the sideline. 5. Go to the football when it becomes dead in your immediate area, otherwise hold your position and dead ball officiate. 6. Cover any runner on long break away runs downfield, and be prepared to rule on goal line plays in concert with F/S, as necessary. 7. When runner goes out-of-bounds cover the area around the runner. 8. When LOS is from yd line, B set up on goal line, move to end line if end line is threatened. 9. When LOS is at or inside 20-yd line, B set up on end line and S, F set up on goal line. 10. Time the 25-second play clock count, and all time-outs. VI. SCRIMMAGE KICKS A. ALL OFFICIALS: 1. On field goals, notify at least 2 other officials it is a live ball (if it remains in the field of play) using the live ball signal 2. Assume same pre-snap duties as outlined in scrimmage plays, but be cognizant of numbering exceptions and eligible receivers by position and number. 3. The covering official should actually see the ball in possession of runner who is down or whose forward progress is stopped or ball out of bounds before sounding his whistle. 4. If ball becomes dead in your area, sound whistle, mark spot of forward progress with downfield foot and give timeout signal. 5. If you are the covering official on out of bounds plays, sound whistle, give timeout signal, mark the spot, and observe action around ball carrier. 6. Mark the spot of first touching and/or the spot of the fumble with bean bag. 7. Back up time out signal given by a fellow official where/when applicable, and quickly check the game clock to ensure it s stopped while continuing to dead ball officiate. B. REFEREE: 1. PUNTS: a. Take a position behind the kicker on the side of his kicking foot and at least as wide as the tight end. b. Know the yard line of the snap. c. Keys are kicker, and the personal protectors d. At the snap observe blocks by personal protectors. e. Watch for roughing the kicker.(know if ball was touched before contact is made) f. Rule on kicks, which go out of bounds in the air. Line up F or S with proper yard line on which ball goes out in the air. g. Once kick is away, continue to stay with your keys, and watch for action behind LOS. Move to the center and downfield to observe action away from the ball. Be ready to pick up runner on long returns to the goal line. h. After determining there are no flags and the spot where ball will next be put in play, give T.O. signal, then give 1 st down signal for A and motion for the H to move the box and chains.

15 PAGE 15 OF FIELD GOALS & POINT AFTER ATTEMPTS (PATs): a. Take a position to observe action on the kicker and holder. b. Watch for roughing the kicker and holder and action in and around them. c. If pass or run, assume normal scrimmage play coverage. d. Upon getting signal from F and S, repeat signal to press box. e. Know if kick was touched by R after leaving kicker s foot. C. UMPIRE: 1. PUNTS: a. Take a position behind team R (usually 5-8 yds. from line of scrimmage). b. Know interior linemen numbers and numbering exceptions. c. Cover action on snapper until he is in a position able to defend himself. d. Once kick is away, move downfield on/near the hash mark closest to your position at the time of the kick and observe action away from ball. e. When ball is declared dead, get A s ball and spot it while continuing to dead ball officiate. f. Know if kick was touched by R after leaving kicker s foot. 2. FIELD GOALS & POINT AFTER ATTEMPTS (PATs): a. Once ball is snapped, observe action on snapper, watch for illegal acts by R. b. Obtain ball from F or S for next down. c. Know if kick was touched by R after leaving kicker s foot. D. HEAD LINESMAN: 1. PUNTS: a. Take a position as on other scrimmage plays. Observe action by and against OT on your side of the formation. Assist R with blocks by personal protectors. b. Hold position to rule on kicks crossing LOS. c. Observe action by and against tight end and wingback on your side. d. Once kick is away move deliberately downfield no more than 15 yards observing action in your area away from ball. e. Responsible for your sideline to K s goal line. S will have forward progress spot of the runner up to the 2-yd line. f. Move box and chains on signal from R. g. If grounded kick goes out of bounds, in your immediate area and not covered by the S, mark spot and give time out signal. Continue to dead ball officiate. 2. FIELD GOALS & POINT AFTER ATTEMPTS (PATs): a. Take same position as for punts. b. Hold position to rule on kick crossing line. c. If pass or run, move with play as with any other scrimmage play. d. Responsible for sideline and goal line on your side. e. Once the whistle sounds, pinch in quickly from your side to the scrum area to ensure line play does not get out of hand. E. LINE JUDGE: 1. PUNTS: a. Take a position as in other scrimmage plays. Observe action by and against OT on your side of the formation. Assist R with blocks by personal protectors. b. Hold position to rule on kicks crossing LOS. c. Once kick is away, move deliberately downfield no more than 15 yards, observing action in your area away from ball.

16 PAGE 16 OF 25 d. Responsible for your sideline to K s goal line. F will have forward progress spot of the runner up to the 2-yd line. e. If grounded kick goes out of bounds, in your immediate area and not covered by F, mark spot and give time out signal. Continue to dead ball officiate. 2. FIELD GOALS & POINT AFTER ATTEMPTS (PATs): a. Take same position as for punts. b. Hold position to assist H ruling on kick crossing line. c. Observe action by and against tight end and wingback on your side. d. If pass or run, move with play as with any other scrimmage play. e. Responsible for sideline and goal line on your side. f. Once the whistle sounds, pinch in quickly from your side to the scrum area to ensure dead ball line play does not get out of hand. F. FIELD JUDGE: 1. PUNTS: a. Take a position at least 5 yards deeper than the deepest receiver, and in line with B/S; responsible for action against #1 gunner on your side of field. Know if he was blocked out of bounds by R, or went out and returned voluntarily. b. When the ball is snapped from approximately Team A s 45-yd line, initial position is on the goal line pylon. c. When it s obvious kicked ball will not land on your side of field, move to position to observe action in front of the runner. d. If the return is to your side, take over runner as soon as he starts to advance the ball. e. Be alert for fair catch signals and the actions of players when a signal is given. f. The offside official is responsible for blocking by the fair catch signaler. g. Be prepared to rule on kick catching interference by your gunner. h. Stay with receiver if he fails to field a kick in your area, and/or the ball is kicked over his head. i. During a return, responsible for the ball and action around the runner to the 2-yd line or until released to L. j. Once you release the runner, responsible for action behind the runner. k. If kick goes out of bounds in air on your sideline, look to R to position you, if needed. l. If grounded kick goes out of bounds, mark spot and give time out signal, if appropriate. m. When ball is dead in your area, remain at spot where play ends. Tell R the status of the ball, clock status and team in possession. n. Ensure proper ball is put in play. 2. FIELD GOALS & POINT AFTER ATTEMPTS (PATs): a. Take a position behind the upright of your side of field. Responsible for your upright, crossbar, and any ball contact on goal post. b. Sound whistle when the attempt is ended. Confer with B, step forward giving proper signal. If kick is high enough, but wide of the mark, the official on the side the kick was missed should signal the kick was wide. c. If run or pass, responsible for end line on tries and goal line/end line on field goal attempts. d. On a short kick, move quickly to goal line to rule on whether a touch back occurs. e. Ensure proper ball is put in play on the succeeding play.

17 PAGE 17 OF 25 G. SIDE JUDGE: 1. PUNTS: a. Take a position at least 5 yards deeper than the deepest receiver and in line with B/F; responsible for action against #1 gunner on your side of field. Know if he was blocked out of bounds by R, or went out and returned voluntarily b. When the ball is snapped from approximately Team A s 45-yd line, initial position is on the goal line pylon c. When it s obvious the kicked ball will not land on your side of field, move to position to observe action in front of the runner. d. If the return is to your side, take over runner as soon as he starts to advance the ball. e. Be alert for fair catch signals and the actions of players when a signal is given. f. The offside official is responsible for blocking by the fair catch signaler. g. Be prepared to rule on kick catching interference by your gunner. h. Stay with receiver if he fails to field a kick in your area, and/or the ball is kicked over his head. i. During a return, responsible for the ball and action around the runner to the 2-yd line or until released to H. j. Once you release the runner, responsible for action behind the runner. k. If kick goes out of bounds in air on your sideline, look to R to position you, if needed. l. If grounded kick goes out of bounds, mark spot and give time out signal, if appropriate. m. When ball is dead in your area, remain at spot where play ends. Tell R the status of the ball, clock status and team in possession. n. Ensure proper ball is put in play. 2. FIELD GOALS & POINT AFTER ATTEMPTS (PATs): a. Take a position opposite U in double Umpire. b. Observe line play and be alert for Pull and Shoot. c. On long field goal attempts set up deeper and be prepared to cover goal line to rule on touchback. H. BACK JUDGE: 1. PUNTS: a. Have a bean bag in hand. b. The basic position is no less than five yards behind and at the side of the deepest receiver, favoring wide side of the field. However, if deepest receiver takes a position inside the 10-yd line, line up on the goal line. Work to maintain a 45 degree angle with the receiver while the ball is in flight. c. When it appears the kicked ball will land anywhere other than obviously out of bounds, be prepared to rule on status of ball that goes into end zone and validity of fair catch signal. d. Primary responsibility for KCI and legality of handoffs on return. Bag the spot of catch or recovery ( the end of the kick ) anywhere in the field of play, sideline to sideline. e. Follow the ball if receiver fails to field a kick and/or the ball is kicked over his head. f. When the runner advances north and south, observe blocking in the middle of the field in front of runner and give up coverage of the runner to S or F. g. When it is obvious that the kicked ball will land out of bounds or inside the area between the sideline and the nine-yard marks, concentrate on action in front of the runner after the catch is made and move into position to cover play around the runner. If all deep officials are lined up on the goal line and there is a short kick, the Back Judge has primary responsibility for the ball and must leave goal line if necessary.

18 PAGE 18 OF FIELD GOALS & POINT AFTER ATTEMPTS (PATs) a. Take a position behind your upright. b. Responsible for your upright, crossbar, and any ball contact on goal post. c. If ball strikes cross bar, you are responsible for ruling. d. Confer with F, step forward giving proper signal. If kick is high enough, but wide of the mark, the official on the side the kick was missed should signal the kick was wide. e. If run or pass, responsible for end line on tries and on field goal attempts. f. On a short kick, move quickly to goal line to help S rule on whether a touch back occurs. g. Ensure proper ball is put in play on the succeeding play. VII. FOLLOWING A TD A. ALL OFFICIALS: 1. Continue to dead ball officiate. 2. Move to positions for PAT. VIII. INTERVAL AFTER TRY AND SUCCESSFUL FIELD GOAL A. ALL OFFICIALS: 1. Record score and time on game card. 2. Move to free kick position, clearing sidelines as appropriate. IX. HALF-TIME A. ALL OFFICIALS: 1. Ensure 15 minutes is placed on game clock (may be increased to 20 minutes for special events). 2. Meet on designated side of field to return to locker room (if applicable). 3. R winds the game clock to begin the half time once both teams have cleared the field. 4. Review game cards and complete 1 st half information. 5. Discuss any areas of concern. 6. Ensure ECO sets the game clock to 3 minutes as a warm-up period for the teams after half-time has expired (Head Coach of each team is responsible for the team being on the field for this 3-minute warmup). B. REFEREE: 1. One minute before the start of the second half, move to free kick position. C. UMPIRE: 1. One minute before the start of the second half move to K s free kick line. D. HEAD LINESMAN: 1. Inform coach on your side of the length of half time and time to return to field. 2. Advise chain crew when to return. 3. Three minutes before the start of the second half, meet with chain crew to discuss concerns or positive points. 4. One minute before the start of the second half, move to free kick position. E. LINE JUDGE: 1. Inform coach on your side of the length of half time and time to return to field. 2. One minute before the start of the second half, move to free kick position.

19 PAGE 19 OF 25 F. FIELD JUDGE: 1. At end of second quarter, note time and record on card, report same to all officials. 2. If your side has the second half choice, prior to the coach departing, ascertain if they wish to receive the second half kick and inform the coach of which way they will be receiving, or if your side is kicking, ascertain which way they want to kick. 3. Ensure the teams are on the field for mandatory three-minute warm-up period. 4. Get ball to B to start the second half. 5. One minute before the start of the second half, move to free kick position. G. SIDE JUDGE: 1. If your side has the second half choice, prior to the coach departing, ascertain if they wish to receive the second half kick and inform the coach of which way they will be receiving, or if your side is kicking, ascertain which way they want to kick. 2. Time the half. 3. Provide teams with mandatory three-minute warm-up period notification 4. Get ball to B to start the second half. 5. One minute before the start of the second half, move to free kick position. H. BACK JUDGE: 1. One minute before the start of the second half obtain the appropriate ball. 2. Move to the appropriate free kick line for K in the center of the field. X. MEASUREMENTS A. ALL OFFICIALS: 1. The covering official stays with ball until U and B arrive. 2. Back up R s timeout signal. B. REFEREE: 1. Give timeout signal. 2. Instruct H to bring out the stakes. 3. Assist with clearing players of both teams in order to provide an unobstructed view during the measurement (for you and the press box). 4. If measurement is in the side-zone and line to gain is not made, mark the chain, grasp it at the forward most point of ball and walk with the chain to hash-mark and spot ball. 5. Give appropriate signal for next down. 6. Before marking the ball ready for play, make sure chains and box have been set. C. UMPIRE: 1. Take a position with ball. 2. Assist with clearing players of both teams in order to provide an unobstructed view during the measurement (for you and the press box). 3. Take front stake from chain crew member. 4. Wait for H to verify that he has secured the spot of the clip. 5. Pull chain tight making sure it is parallel to the sideline. 6. If ball needs to be spotted at inbounds spot, carry front stake to inbounds spot and repeat 3 and 4.

20 PAGE 20 OF 25 D. HEAD LINESMAN: 1. Confirm from R that a measurement is requested. 2. Grasp chain and clip at back yard line. 3. Unless a penalty occurred on the previous down, instruct box to mark position of front stake with the previous down still showing. If a penalty occurred on the previous down, instruct box to maintain previous spot for possible penalty enforcement. 4. Place clip on the ground on the spot marked by L, and hold clip in-place until L secures it with his foot. 5. Step away from the chain and assist clearing players, as necessary. 6. If ball needs to be spotted at the inbounds spot, carry chain to inbounds spot and repeat 4 and If necessary, reset the chain in original position and communicate to box. E. LINE JUDGE: 1. Mark with 1-foot the yard line for the H as a clip reference. 2. When H places clip on the ground at your spot, secure the clip in place by stepping on it with 1-foot 3. If ball needs to be spotted at the inbounds spot, repeat Inform R of clock status after measurement. F. FIELD JUDGE: 1. Responsible primarily for clearing players from the area of the measurement and have a replacement ball available. G. SIDE JUDGE: 1. Move to a position near front stake and instruct box man not to change the down. 2. If R signals first down, mark the spot for the box and set up the chains. 3. If not a first down, return to normal position. H. BACK JUDGE: 1. Move immediately to the ball once R has signaled for a measurement. 2. Responsible for securing the ball in-place from the downfield side at the measuring spot during the measuring procedure(s). 3. Secure the ball from being accidentally displaced while allowing room for the U to place the chain on the press box side of the ball. XI. END OF FIRST AND THIRD QUARTERS A. REFEREE: 1. Mark card with the down, distance, yard line, and clip of the team in possession. Be sure your card agrees with U s card. 2. Determine the exact position of the ball on the field in relation to the hash-marks. 3. At other end of field determine spot for U to place ball. 4. Once all officials and teams are ready, the clock has been reset, and the chains have been moved, mark the ball ready for play. B. UMPIRE: 1. Mark card with down, distance, yard line, and clip of the team in possession. Be sure your card agrees with R s card. 2. Determine the position of the ball on the field in relationship with the hash-marks. 3. Carry ball to other end of field and place ball at spot determined by R.

21 C. HEAD LINESMAN: 1. Confirm clip location with chain crew and S. 2. With R and U, mark card with down, distance, yard line, and clip for the team in possession. 3. Hold clip and chain. 4. Call down and distance to chain crew. 5. Reverse chains and go to other end of field. 6. Use clip to set up chains. 7. Check down, distance, and yard line to ensure correct placement of the ball. 8. Assume time out responsibilities. 9. Indicate to R when ready. PAGE 21 OF 25 D. LINE JUDGE: 1. Know the yard line and field position of ball. 2. With R and U, mark card with down, distance, yard line, and clip for the team in possession. 3. Move to the near-side hash mark on the yard line at the opposite end of the field (i.e. succeeding spot) as a reference point for R, U and H. 4. Assume time out responsibilities. 5. Indicate to R when ready. E. FIELD JUDGE: 1. With R and U, mark card with down, distance, yard line, and clip for the team in possession. 2. Observe and go with home team to other end of field. 3. Assume time out responsibilities. 4. Check to see clock has been reset. 5. Indicate to R when ready. F. SIDE JUDGE: 1. Know the yard line and field position of ball and yard line of clip. 2. Go to the succeeding spot for the clip at the opposite end of the field. 3. Verify H has correctly set clip, chains and box after chains are moved. 4. Assume time out responsibilities. G. BACK JUDGE: 1. Observe and go with visiting team to other end of field. 2. Stop at the approximate yard line and assist players in huddling near proper yard line if necessary. 3. Time the interval between quarters. 4. Indicate to R when ready. XII. PENALTY ENFORCEMENT A. ALL OFFICIALS: 1. Give time out signal where/when appropriate, and continue to dead ball officiate. 2. Make sure ball and flag(s) are covered. 3. If you called the foul ensure clock has stopped, know the status of ball, type of play, the player committing the foul. Stay close to R to ensure penalty options are given correctly. 4. If you called the foul, record applicable information on game card; quarter, time on game clock, foul, number of player committing the foul, whether accepted or declined, and relay to F.

22 B. REFEREE: 1. Get from official(s) calling the foul(s): status of ball, type of play, team committing the foul, number of the player, and result of the play. 2. Give preliminary signal to press box. 3. Explain options to the appropriate captain. 4. Notify U and H of the decision, spot of enforcement and number of yards. 5. Give signal to the press box. 6. Give the ready for play signal and start the clock if appropriate. PAGE 22 OF 25 C. UMPIRE: 1. Secure ball and walk off penalty per R s instructions. Confirm correct enforcement with H. 2. For 5-yd penalties by the defense when measured from back stake, mark off penalty and spot the ball on the box after box is set. 3. Cover ball until R marks ball ready for play. D. HEAD LINESMAN: 1. Ensure that box and chains do not move. 2. Be prepared to move box and chains if penalty enforcement results in a first down. 3. For 5-yd penalties by the defense which are to be measured from the back stake, instruct the box man to move the box to the tape. 4. Communicate to R if a 5 yard penalty will result in a first down. 5. Confirm penalty enforcement distance, and enforcement spot with U. 6. Immediately walk-off the penalty yardage in advance of U. 7. Communicate foul and penalty information to coaches. E. LINE JUDGE: 1. Check enforcement by remaining at the enforcement spot until the enforcement is completed. 2. Confirm correct enforcement by marking off penalty after H and U. 3. Communicate foul and penalty enforcement information to coaches. 4. Inform R of clock status after penalty enforcement. F. FIELD JUDGE: 1. Cover flags any place on the field if not covered by reporting official. 2. Watch for team actions and be alert for substitutions, team attendants on field, and playercoach conferences. 3. Observe enforcement. 4. Record all fouls. G. SIDE JUDGE: 1. Cover flags any place on the field if not covered by reporting official. 2. Watch for team actions and be alert for substitutions, team attendants on field, and playercoach conferences. 3. Observe enforcement. H. BACK JUDGE: 1. Cover flags any place on the field if not covered by reporting official. 2. Watch for team actions and be alert for substitutions, team attendants on field, and playercoach conferences. 3. Observe enforcement.

23 XIII. SPECIAL TIMING RULES VHSL 1. In the event of a 35-point differential in the 2d half ONLY a running clock will be in effect. 2. R will notify both HCs that a running clock is in effect. 3. The game clock will stop ONLY for: a. Player injury Time Outs b. Team charged Time Outs c. Following a score 4. If the point differential drops below 35-pts ANYTIME during 2d half, the game clock will revert back to standard timing rules. PAGE 23 OF 25 XIV. PROCEDURE FOR DISQUALIFICATION OF PLAYER/COACH AND NON- PLAYER In the event that a situation arises where a player, coach, or non-player disqualifies himself, officials will complete the following steps: 1. Report the infraction, player number or coach s name that is disqualified to the R. 2. All officials are to mark their game cards with this information. 3. When a player has been disqualified, a side official will accompany the R and disqualified player to the sideline until the process is completed. In all disqualifications the appropriate side official will witness the process with the disqualifying official and/or the R. 4. Escort the disqualified player to the sideline and inform the coach of his disqualification. Ask the coach for the disqualified player s name. NOTE: Officials are not to touch a player in this situation. 5. Administer the penalties. 6. After leaving the field, but before leaving the game site, transfer all pertinent information regarding the disqualification onto the game penalty card. If in the opinion of the R the situation warrants additional statements and information, these should be obtained in writing from the crew members as soon as possible and reported to the Commissioner. 7. R will call the Commissioner as soon as possible after completing all post-game duties/departing the game site, and inform him of the circumstances surrounding the disqualification(s). This communication is not to be delayed beyond the morning after the game. Comment: As officials we are expected to maintain a level of composure during situations that at times are difficult. Certain acts of conduct must always be practiced and they are: Avoid physical contact with players and coaches at all times. Communicate in a professional manner at all times. Function as a crew at all times. XV. TIME OUTS A. ALL OFFICIALS: 1. Give time out signal; check to ensure game clock has been stopped while continuing to dead ball officiate. 2. If time out request is made to you, note the player s number. 3. Record the period, time remaining, team, and number of the player calling the time out on your game card. 4. If team huddles near your sideline ( Outside 9-yd Mark Conference ) ensure they remain between the 25-yd lines within 9-yds of the sideline. 5. Remain alert during the time out.

24 B. REFEREE: 1. Signal to press box the team charged with the time out. 2. Check with the U as to the remaining time outs for each team. 3. When notified by B, ask for teams to get ready for the next play. 4. Mark the ball ready for play. PAGE 24 OF 25 C. UMPIRE: 1. Cover ball. 2. Check with R, H and L regarding the number of remaining time outs for each team. 3. Stay with ball until R marks ball ready for play. D. HEAD LINESMAN: 1. Move to a position to observe conference. 2. Be alert for substitutes and substituting for deception. 3. Check with R, U and S regarding number of remaining time outs for each team. 4. Assist R in asking team on your side to get ready for the next play. E. LINE JUDGE: 1. Move to a position to observe conference. 2. Be alert for substitutes and substituting for deception. 3. Check with R, U and F regarding number of remaining time outs for each team. 4. Assist R in asking team on your side to get ready for the next play. F. FIELD JUDGE: 1. Check with R, U, B and L regarding the number of remaining time outs for each team. 2. Assist in asking team on your side to get ready for the next play. G. SIDE JUDGE: 1. Check with R, U, B and H regarding the number of remaining time outs for each team. 2. Assist in asking team on your side to get ready for the next play. H. BACK JUDGE: 1. Responsible for timing the length of the time out. 2. Check with R, S and F regarding the number of remaining time outs for each team. 3. Notify the R when 45 seconds of the time out have elapsed. XVI. POST GAME A. ALL OFFICIALS: 1. Note the time that the game ended. 2. Immediately exit the field as a group. 3. Neither seek nor avoid coaches. 4. Do not discuss game on field or make any public statement about game to news media 5. Once in the locker room 6. Discuss any plays or points of emphasis that occurred during the game a. Ensure F has accurately recorded all fouls and penalties b. F will completed penalty report to the crew chief no later than 12PM on the day following the game 7. Leave the game site as a group.

25 PAGE 25 OF 25 B. REFEREE: 1. Complete Game Report in Arbiter: a. Identify who drove to game site b. Identify who is authorized travel fee c. Game report (Final score, and any comments requiring the commissioner s attention) 2. penalty report to the Commissioner no later than 12PM on the day following the game 3. Contact the Commissioner as soon as possible on any time-sensitive and/or unusual game situations and/or player/coach ejections

26 7-Man Keys & Coverage Initial Keys for various Offensive Formations

27 Pro Set One HL F R TE T RB G QB RB C G T S U LJ SJ BJ FJ

28 Double Wing Two HL S F R T G QB C U G RB T TE F LJ SJ BJ FJ

29 Single Back Spread HL S F R T RB G QB TE C G T F LJ U SJ BJ FJ

30 Double Flanker Two HL F R TE T G RB QB C G T TE U F LJ SJ BJ FJ

31 Double Tight End Two HL F TE R T G QB C U RB G T TE F LJ SJ BJ FJ

32 Pro Set Two HL F R TE RB T G QB RB C G T S U LJ SJ BJ FJ

33 Double Wing One HL S R F T G QB C U RB G T TE F LJ SJ BJ FJ

34 Double Flanker One HL S F R T G RB QB C G T TE U RB LJ SJ BJ FJ

35 Trips HL F S F R T G QB RB C G T S U LJ SJ BJ FJ

36 Double Tight End One HL F TE R T G Q C U G RB T TE F LJ SJ FJ BJ

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