2015 Officiating Gold Book - Ohio High School Athletic Association

2015 Officiating Gold Book - Ohio High School Athletic Association
 Dr. Bruce Maurer, Director of Officiating Development (DOD)
Beau Rugg, OHSAA Assistant Commissioner
OHSAA Football Officiating Website: WWW.OHSAAFB.COM
“Never Be Ashamed to Admit You Are Wrong. You Are Only Saying That You Are Wiser
Today than You Were Yesterday.” Dave Gilpin
Bruce L. Maurer, Ph.D., OHSAA Director of FB Officials Development (DOD)
Officiated 50 OHSAA FB Games last year —10 varsity; 40 sub varsity. Officiated OHSAA, NCAA & NFL for 43 years
including 15 years in the NFL. Officiated 4 positions in the NFL—HL, EJ, BJ and SI. Officiated 2 NCAA Division |
Bowl Games. Taught officiating courses at OSU for 33 years. Officiated the 2008 OHSAA Division | Boys State
Basketball Championship Game. Past President of the COFOA & COBOA. Tournament Manager for the OHSAA
State Wrestling Tournaments for 36 years. Inducted into the OHSWOA Hall of Fame & the OHSWCA Hall of
Fame. Current Editor, NIRSA Flag & Touch Football Rules Book & Officials’ Manual. inducted into the OHSAA
Officials Hall of Fame, National FFB Hall of Fame, & USFTL FB Hall of Fame. Email: [email protected]
2015 Important Dates for OHSAA FB Officials
1. July 25 (Friday) {10AM): Local Rules & Mechanics Interpreters Clinic (By Invitation Only). Location: TBD.
2. July 26 (Sat) (9AM): OHSAA State Football Clinic, Dublin Scioto HS, $60. Obtain all the latest rules
interpretations, mechanics changes, & new information. More information to follow from OHSAA in the
near future. Cosponsored by the COFOA.
3. July 21 (Tues) (42M): OHSAA State Rules Interpretation (SRI) Presentation Online begins.
4. August 9 (Sunday): OHSAA State Observers Clinic, OHSAA South. Anyone interested in being an observer or
sharpening your observation skills? This free interactive clinic is just for you. Contact: John Crispino,
funn ono . More information to follow from the OHSAA .
5, August 21 (Friday) (11: 59PM): Last Day €: Time to use OHSAA SR! Online w/o having to pay a fee.
OHSAA.ORG Directions for FB Officiating Forms
Select Officiating Menu on banner, select Directory of Information, select Sport Specific Forms, and Select FB.
Forms include: A. Crew Lineup Cards; B. FB Penalty Report; & C. Inclement Weather
OHSAA Interpreters
Beau Rugg & Bruce Maurer are State Rules Interpreters. Bruce Maurer is State Mechanics Interpreter.
Officials should first check with their Local Rules & Mechanics Interpreters before contacting Beau &
Bruce. Thank you!
DOD Important Dates
Table of Contents
introduction & the Journey Continues
Crew improvement Checklist
Empowered Crews
Five Man Crew Primary Responsibilities
Four Man Crew Primary Responsibilities
If In Doubts
Ball Handling & Bean Bag
COP & Coach/R Conference
Coin Toss & Dead Ball
End of Period
Field Goal & Fight
First Down, Flag, & FK
Forward Progress & Fumble
Game Management
Goal Line & Hat
Hurry-up & Kick off
Mic. & Measurements
Observers/Crew Meeting
Onside Kick & Pass
Penalty Enforcement
Pre Snap
Mechanics: Punt
Mechanics: Reverse & Run
Mechanics: Signaling
Mechanics: Third & Fourth Down
Mechanics: Timing & Try-Kick
Mechanics: Victory Formation & Whistle
Observation Forms: Parts 1 & 2
Observer Instructions
Observer Reminders
Officiating Tips
Overtime: Rules
Overtime: Penalty Enforcement
Overtime: Plays & Rulings
Point Differential Rule & Mechanics
Regulations (Alcohol - Game Ball)
Regulations (Game Clock — Play Clock) |
Regulations (Player Equipment — Whistle)
Rules Index
Safety Policies
State Requirements
Time Schedule {Varsity} 5 Man Crew
Time Schedule {Sub varsity) 4 Man Crew
UNS Prohibited Acts & Game Control Tools
WOW! Just How Big is Ohio FB
Greetings!! The 2015 Gold Book has been developed to clarify & standardize FB Mechanics & Regulations.
The Mechanics are REQUIRED for all OHSAA Football Officials when officiating OHSAA Sanctioned Games.
There are NO EXCEPTIONS. We EXPECT the Referee to become & be a Leader in this role. His Primary
Responsibility is Crew Mechanics. He must know Gold Book Mechanics thoroughly for each crew position.
it has been 5 years since we introduced many new mechanics based upon today’s contemporary game. It
was challenging the first year. Then in 2011 we saw significant improvement. During 2012 we reached a
much higher level of excellence. During the State Finals as we observe the Crews, we record Constructive
Comments. That number has dropped by 65% over the past 4 years. WOW! We are doing a much better
job of communicating, reading & reacting, & anticipating the play rather than the call. Our judgment was
better because we were working harder to get into position to make the call. We expect the 2015 Season
will be even better.
Local Associations & Local Mechanics Interpreters play a pivotal role. In order to have a “bridge” from our
wonderful Classes & instructors to the Association, we require all Associations to hold & teach 5 classes for
1% & 2" year officials. Once the Association Meeting has started, these newer officials will move to another
room, gym, or FB Field.
We are separating “pretenders” from “contenders”. Contenders accept changes in Mechanics. Contenders
will work OHSAA State Tournament Games — “pretenders” will NOT or when observed at Games, will not in
the future.
The term Primary used in the Gold Book does not mean “sole” responsibility. We are part of a team, the
crew, so all officials share their responsibilities. However, Primary implies that the official becomes the
“expert” on his Primary Responsibilities & takes Great Pride in his study & knowledge. It is important to
have ownership, yet “reach out” for input when needed.
The Gold Book is much better than last year; more detailed 8: accurate. The result is from listening to all
who provided Great Comments. It becomes better each year because of your interest & enthusiasm.
It is by no means complete. Suggestions should be emailed to arar .=50 email.com or call 614-889-
0523. There is a fine line between being compiete & too many pages. Throughout the documents we have
tried repeatedly to “streamline” the info.
Thank you very much for all your amazing enthusiasm, dedicated rules study, & service to the 78,000
student athletes who play OHSAA football games. We are truly blessed to be part of something very special!
Beau Rugg, OHSAA Assistant Commissioner & Bruce Maurer, OHSAA DOD -- Football
The Journey Continues as Our Officiating is Improving!
1. OUR MISSION: We Will Improve Our Officiating Significantly in 2015 thru the Use of Additional
Educational Tools, & the Study & Application of Mechanics.
What's Happening in 2015: À Loti! Some of the many significant Highlights include:
A. Gold Book: Our Far Reaching Goal is when a FB Official Arrives on Site; he has the following 3
publications: 1. NFHS FB Rules Book; 2. NFHS FB Case Book: & 3. OHSAA Gold Book. Just about
every question or challenging situation the Crew has can be answered in one of these 3 publications.
Will the Gold Book have all the answers in 2015? No, but as the Journey Continues we will add
these unique situations to it. We have added many to this year’s Gold Book based upon your
questions. Please continue to send them to us. |
B. WWW.OHSAAFB.COM: Our interscholastic FB website was a resounding success last year as
evidenced by the nearly 13,000 visits from officials around the world. The website can be accessed
by your tablet, smart phone, & desktop computer. Included this year will be: 1. Gold Book; 2. Gold
Book Mechanics by the 5 individual Positions; 3. Expanded Ruies index: 4. Recognition Section; 5.
2014 State Regular Season & Playoff Bulletins (Updated with 2015 Mechanics); 6. Ask the DOD/SRI's
Q's and A's About Rules, Mechanics, & Philosophy; 7. Weekly Practice Rules Tests; 8. PPT Mechanics
Presentations; S. Observers Policies, Forms, & PPT Presentation; & 10. 2015 Clinics 8: Other
important Dates.
C. New, Revised & Enhanced Mechanics: These are shaded. There are approximately 17 changes from
2014. Many of these were suggested by our fellow officials. Please review the Gold Book
Mechanics Section thoroughly.
D. Mechanics PPT Presentations: A wonderful “6 Types of Kicking Plays” was developed in 2011 & 5
Non Kick Plays in 2013. They will be updated with changes.
E. Practice Rules Tests: the Rules Geek & Black & White will continue this year on
WWW. OHSAAFB.COM . Beginning 14 days before Week 1, officials will have a chance to take 20
Rules Q's & A's weekly ) — a Great Way to Study. | o
F. Regulations: The OHSAA FB Manual is no longer being mailed to Coaches. There are some
significant changes from last year. These include: OT will not be played in Sub Varsity Games;
Coaches & Players Disqualified during scrimmages will sit out Week 1, & a new regulation for
Drones. Please study it carefully.
G. Rules Index: Included in the Gold Book, the Rules Index has 200 listings. Each time someone asked
me for a rules clarification | first went to the Index. We added to it. A great tool for all officials.
H. Uniform: All penaity flags must be located in the front. The new 2-1/4” shirt with OHSAA Red Logo
& USA Flag “dye sublimated” on the shirt is optional this year for Weeks 1-10. Patches are not
allowed on the new shirt. The new shirt is required Weeks 11-12 for the State Playoffs. All Crew
members must wear the same shirt during Varsity Games only. Both shirts may be worn for Sub
Varsity Games. in 2016 everyone must wear the 2°1/4” stripe shirt for all games, Effective 2016
black & white vertically striped jackets may not be worn during varsity games. (6/1/15)
We Hope You & Your Crew Have a Tremendous 2015 Football Season. Best Wishes & Good Luck!!!
7 Abbreviations: For the Gold Book & Observing
оз 0 © RR NN NR RON BN pd pd md pd fm p= fd pd pp
A-Team A
B — Team B
BB — Bean Bag
BJ — Back Judge
BWP — Backward Pass
COP — Change of Possession
CT — Coin Toss
DB — Dead Ball
DBF — Dead Bal! гон!
. DBS — Dead Ball Spot
. DPI — Defensive Pass Interference
. DQ - Disqualification
. El —- End Line
. EZ—-End Zone
. РВ — Football
. FC - Fair Catch
. FG — Field Goal
. FGM — Field Goal Mechanics
FP — Forward Pass
FWP — Forward Progress
. GC— Game Clock
GL — Goal Line
GLM — Goal Line Mechanics
GP — Goal Post
. H-- Holder
HC ~ Head Coach |
. HL=Head Linesman
НМ — Hash Mark
. HT- Home Team
IP — Initial Position
. KO -- Kickoff
. KOM — Kickoff Mechanics
. KT ~ Kicking Team
LJ — Line Judge
. LOS — Line of Scrimmage
. LTG — Line to Gain
MM — Motion Man
NZ — Neutral Zone
OKOM — Onside Kick Off Mechanics
008 — Out-of-Bounds
OPI — Offensive Pass Interference
OT -- Overtime
PB — Press Box
PC — Play Clock
PEQ — Player Equipment
PM — Pass Mechanics
POE — Points of Emphasis
POA — Point of Attack
PUM — Punt Mechanics
PS — Previous Spot
PU — Punt
QB -- Quarterback
R — Referee
RA — Restricted Area
RB — Running Back
RFP ~ Ready for Play
RM - Reverse Mechanics
R&R — Read & React
RT — Receiving Team
RUM -- Run Mechanics
SL — Sideline
SLW — Sideline Warning
SS — Succeeding Spot
SZ — Side Zone
TB — Touchback
. TFM — Third & Fourth Down Mechanics
67. |
TO ~ Time-out
TD — Touchdown
U — Umpire
UNS — Unsportsmantike Conduct
. VT — Visiting Team
. YL— Yard tine
This Gold Book is dedicated to the thousands of OHSAA FB Officials who give
their time so unselfishly on behalf of the tens of thousands of Ohio student
athletes who play this Great game. We are truly blessed!!
vo “Crew Improvement Checklist: Pretenders or Contenders
Does your Crew aspire to be a Contending Crew? As we all know Post Game Evaluations are very
important to the continual inprovement of the Crew 8: Each Official. These Questions have been
developed to help Crews set Game Goals & then rate themselves afterwards. Enjoy! During the Entire
Game Did Your Crew:
1. Use the OHSAA Approved FB Gold Book Mechanics on every down?
2. Consistently Enforce the Sideline Restricted Area 100% with the help of all officials?
3. CONCENTRATE 100% on each & every down & the interval between Downs?
4. Use the OHSAA Approved Hand Signals to communicate effectively with each other?
5. Dress in OHSAA Approved Uniforms that look new or newly new & fit?
6. Enforce all NFHS Rules Related to Player Equipment?
7. Have 100% Completions on all underhand relay passes to fellow officials & ball persons?
8. Have 100% Correct Enforcement of Al Penalties?
9. Communicate Effectively & Professionally with the HC's?
10. During Hurry up Offenses with the GC Running have the ball spotted & be ready to officiate
prior to the team wanting to snap the bali?
11. Enforce ail LOS Dead Ball Fouls within 10 seconds?
12. BJ jogs to R, & then verbally communicates with the R at the End of Each Period whether or not
the period will be extended?
13. Apply the Conserve & Consume Rules at the end of both Halves?
14. Conduct themselves in a Professional & Respectful Manner with Players, Fans, Feliow Officials,
& Game Management?
15. Apply & Enforce All OHSAA Safety Policies & Regulations? |
16. Confirm Game with AD via email early that Week, Arrive 90 Minutes Prior to Game Time,
Conduct a Thorough Pre Game Conference, Meet with the HC's approximately 35 minutes Prior
to Game Time, & Conduct the Toss 20 minutes Prior to Game Time?
17. Call & penalize all DB & Personal Fouls along with any UNS?
18. When the GC was stopped communicate clock status with each other & catch any scoreboard
timing errors along with the wrong number of time-outs posted?
The CHALLENGE is for a Crew to answer YES to all 18 Questions — because that is near perfection. Set
as a GOAL for the following week to discuss during the Pre-Game Conference areas we are going to
dedicate ourselves to emphasize & thus improve. Over the 10 weeks we expect all crews, including
ourselves, to improve substantially. While visiting with OHSAA Crews this past Winter & Spring, it was
amazing to see the difference between Crews Performance from game tape in Weeks 1 or 2 & then
Empowered Crews
The R: A Leader or an Authoritarian Figure?
A truly Great R involves the entire crew in all aspects of the game. The Ris a mentor who watches with
great satisfaction as his crewmates grow & mature as the season progresses. He prods, compliments,
encourages & offers “constructive comments” to his crewmates. He welcomes feedback from the
crew. He knows the Gold Book IP and R&R for all Crew members, not just his own. He makes
suggestions during the game, at half time, and post-game so Crew members can grow each week.
He DELEGATES many pregame responsibilities rather than think that ONLY HE can talk with timers,
chain crew, & coaches. By involving his crew he EMPOWERS them in the eyes of HC's, Players, Fans, &
Game Management. R- Take a Good Look in the Mirror — Do you treat your crew as you would like to
be treated? Are you doing everything to empower & nurture the officials who look up to you?
We remember that the performance of the crew is a reflection on the official in “the white hat”.
Below are Delegated Responsibilities for each Crew Member before & during the Game:
1. CREW: Pre-Game Conference: All Officials are Actively Engaged in the Discussion
2. R: Talk with Game Management if Inclement Weather is a possibility
3. U: Talk with the GC Operator; BJ: Talk with the PC Operator
4. Wings: Talk with the Ball Person (s) on Your SL
5. HL: Talk with the Chain Gang
6. R: Determine What Medical Personnel Will be Available During the Game
7. U: Talk with HC's & Trainers Regarding any Player Equipment Issues
8. R/Wing: Talk with TV / Radio Personnel Regarding Time-outs, Half Time, etc.
9. CREW: During the Week Before the Game: Divide Duties such as Transportation Coordination,
Contacting Home AD, Line-Up Cards, & Pre-Game Topics
10. U: Times Half Time, Inclement Weather Delays, & Intervai Before OT Begins
11. CREW: All have an equal voice & input during the Game. R breaks the “ties”.
12. CREW: Meet with Varsity HC's Approximately 35 Minutes before Game Time.
Each Official introduces himself to the HC
R: Players Legally Equipped; Captain’s #'s; Kicker — Rt. or Left? Sportsmanship
U: Any Player Equipment that needs to be Checked
HL (VT HC): Lineup Card, Get Back Coach, Unusual Plays, Depth of KO, Unbalance Line?
LJ (HT HC): Lineup Card, Get Back Coach, Unusual Plays, Depth of KO, Unbalance Line?
HL/LJ: Assure the HC that we will get player's # & description on all fouls called as soon as
we can, but we still have to be able to officiate the game (6/1/15)
mm 96 ®>
Good Luck to Contending Crews w/ Empowered Officials -- Own Your Position!!
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Fin Doubts”: They Make Us Better Officials
if In Doubts recommend not calling a foul in questionable situations, allowing play to continue instead
of blowing the play dead, & giving the team the benefit of more favorable field position when it is
difficult to determine where the ball is to be spotted. Please take some time to learn and understand
how to apply each of the “If in doubts” in game situations.
1. If in doubt, consider the safety of all paramount to the game. (Rules 1 & 3)
2. if in doubt, it is not a foul. {Rule 2)
3. If in doubt, apply conserving/consuming time. (Rule 3)
4. If in doubt, the player is inbounds. (Rule 4)
5. if in doubt, measure for a first down. (Rule 5)
6. If in doubt, the airborne kickoff/punt near the GL is not a TB. (Rule 6)
7. If in doubt, implement onside kick mechanics. (Rule 6)
8. if in doubt, the kickoff/punt/pass is untouched. (Rules 6 & 7)
9. If in doubt, the pass is forward. (Rule 7)
10. If in doubt, the runner did not fumble. {Rule 7)
11. If in doubt, control of a pass followed by loss of possession is incomplete. (Rule 7)
12. If in doubt, the pass near the ground is a catch. (Rule 7)
13. If in doubt, the passer is behind the A LOS, (Rule 7)
14. Min doubt, the player is on the A LOS. (Rule 7)
15. if in doubt, it is not a TD or a safety. (Rule 8)
16. if in doubt, it is Roughing the Kicker (Rule 9)
17. If in doubt on a punt, the foul by R near the LOS is PSK. (Rule 10)
— Mechanics (5 & 4 Man Crews): Brief & Concise ~~
Primary Responsibilities (PR) are listed for each position. R has PR for Crew using Gold Book.
Mechanics are for 5 Man Crews with 4 Man differences indicated with a “NOTE”. They are
summarized on the PR for 4 Man in ı the lower right hand c corner т Вох The Mechanics are
alphabetized to locate easily. All Crews A | | ‘game for Varsity &
Sub Varsity. Games. There are № 0 exceptions. Changes from last year are shac led. (6/2/15)
1. Ball Handling Mechanics (BHM)
CREW (Ball Exchange): On COP relay the “old” FB to the SL after there is no threat of a
DBF. Do not wait for a “new” FB to remove “old” FB to Ball Person. Do not kick the FB.
CREW GOAL: 100% Completions. Take extra steps before underhand only relay.
Contenders watch DB Action while Pretenders are in a big hurry to secure a new FB. We
cannot t miss a a DBF because Weare looking for a new FB. A aL mE
CREW During натур) play with 1 FB only a as ; much 2 as s possible.
HL/U: Do NOT spot FB in SZ (Exception: Spot the FB for a measurement). Use your
downfield foot. I possible use same e ball.
CREW: During Inclement Weather make shorter relays & 1 run FB in à when needed.
CREW: Do not throw FB toward SL so it hits the ground {Looks unprofessional).
Bl: Relay new or current FB on plays that gain approximately 10 YDS. You are part of the
triangle from Wing to U. R does same on plays that gain less than 10 YDS, unless U wants
to hustle & secure a new FB.
BJ: On deep incomplete passes, hustle €. relay FB off field. Wings get a new FB.
Ball Persons stay off the field on their team’s SL only the entire game (Exception: After a
TD the BJ will have the Ball Person hold a new FB near the GP Upright).
HT & VT TEAMS: Each team keeps their own FB's on their own SL. |
2. Bean Bag Mechanics (BBM)
Fumble: Throw blue BB into air at chest level. Throwing BB into air helps prevent inadvertent
whistles. When a crew member sees a BB he knows ball is loose & will not sound his whistle.
Get BB on correct YL but not at the spot of the fumble. BB’s are NOT thrown for interceptions
or backward passes behind the NZ, but are thrown on backward passes beyond the NZ.
BJ: Mark end of scrimmage kick (PSK) & first touching. Need 2 BB's.
Momentum (Inside - 5 YL}: Drop BB at spot of catch or interception.
SL: No BB at OOB spot on SL (Exception: Fight breaks out down field or OOB).
BJ/U: KO (BB in hand} — “think onside kick”. BJ/U/HL/LI: BB in hand for OKOM.
3. Change of Possession Mechanics (COPM)
Covering Official: Signal New Direction first {2X}, then signal TO (2X).
Non-Covering Officials: Signal TO (2X) immediately when crewmate signals COP.
4. Coach/Referee Conference Mechanics (CRCM)
Definition: HC wants to Review a Ruie Misapplication/ Misinterpretation. Consequences
for NOT Following this Mechanic is Officials could be suspended a maximum of 2 years.
NOTE: We “stay out of trouble” by granting the Coach/Referee Conference.
CREW: OHSAA Requires NFHS Rule Book, Case Book & Gold Book (OT) is at the Field.
R/Wing: Meet HC at SL & listen to him. Judgment calls do not apply.
that all CREW members have an opportunity to talk. R must facilitate talk so an overly
aggressive official is NOT allowed to dominate the discussion.
CREW: If HC Disagrees with R's Ruling, then CREW Must Secure 3 Books, Find Ruling in the
Books & Show the HC. Use the Rules Index in the Gold Book.
5. Coin Toss Mechanics {CTM)
R: Face Scoreboard at 50 YL. HL/U: Opposite PB SL. © fe: PB SL.
HL/U & LI/BJ: Escort Captains & Introduce to R. LJ/BI will delay walking until the HL/U: 15.
at Field #'s S.. Usually HT is PB SL & VT is opposite PB N | |
U/ HL/ и BJ: "Move to 45 YL with backs t to scoreboard,
R: Request officials to introduce themselves to Captains. Ask which Captain will call & ask
him for “cali”, & then repeat it (Items D — G should take only 2-3 minutes).
U: Step forward & repeats Captains’ “Call” of Heads or Tails.
R: Toss coin (at 20 minutes), catch it, then ask Captain to repeat the “call”. Ask Captain if
he wants to Defer or choose for 1* half. If Defer, Signal PB. If choose kick/receive/GL, turn
captains & signal PB. NOTE: tis okay to conduct CT earlier if both: teams are ready. This
could: include cold or: inclement weather, “senior. night, homecoming, or. ‘team’ s left: field.
R: Discuss Sportsmanship with Captains & then check options with Crew.
BJ (HT)/U (VT): 2" Half: Bring 1 Captain each to center of field & meet with R.
R: 2" Half: Secure options from Captains & signal PB. Discuss sportsmanship if needed.
OT: Toss, secure choices, turn captains, & signal PB by pointing to GL.
6. Dead Ball Mechanics (DBM)
HL/LJ (0OB Runner): Stop clock (2X) immediately when runner goes OOB, then TURN-N-
WATCH ООВ. Swivel head, watch runner & other players return inbounds.
R/HL/LI/BI: When space permits STOP ¿ a minimum of 5YDS from the pile of players (Exception:
"hig picture” ‘and call Dead Ball Fouls when warranted. Of course if the game becomes
“chippy”, then move closer to the pile —Preventive Officiating.
R: In most cases there is no need to run to the DBS at or beyond LOS. Stay back & swivel (2X)
your head, watching for any DB action. Then hustle to your IP.
BJ (Player in Opponent's Bench): Go into Team Box & escort player(s) back to field.
ALL (Ball Dead): Swivel head {2X) & watch players in your area rather than stare at DBS. BEA
CREW: Immediately raise arm/hand to indicate next down. BE A GREAT DB OFFICIAL!
CREW: Officiate DB action FIRST. Penalize first DB Hit; it usually stops it.
7. End of Period — First & Third Mechanics(EOPM)
ALL: Record down, distance, €: yard line. Check scoreboard & verify ail info. Light jog to SS.
R: Ensure there are no penalties; communicate verbally with BJ regarding no Extension, &
signal End of Period to PB. Verbally confirm down, distance, & location of FB with U.
U: Walk off distance to nearest YL, record info, move to opposite side, €: confirm with R/BJ.
HL: Record clip YL; grab clip, reverse the 2 chain men, move downfield, place clip, & ask chain
crew to pull the stakes tight. Make sure the clip is on the back of the line.
LJ: Record info, move downfield, monitor your team, & verify new location of chains.
BJ: Confirm verbally with R there is no extension; time 1 minute; jog to succeeding spot.
_ -—- -—— 8 Field Goal Mechanies (FGM) — —
A. Definition: FG from any YL. (Assume Right Footed Kicker below) NOTE: 4 Man: Wing who
looks at R's back goes to EL. U/Wing (GP Uprights).
В. Initial Position (IP):
1. R: Plant Leg Side of Kicker. 5 YDS Deeper than Holder, 10 YDS Wide of Holder, &
Shoulders at a 45 degree angle.
2. U/BI: GP Uprights (choice as to post).
3. HL/LJ: Stand on Field Numbers at LOS
С. Read & React {R&R} Then Flow:
1. R: Communicate ASAP to Crew when you see “Tee” € Kicker coming on field. KEYS:
Eligible Backs & Holder #, Snap, Snapper, Holder, Catch, NO FAKE, Rushers, &
Kicker/Holder. Delay marking ball ready until U gets to EL. Inform RT loudly to “stay off
center & holder/kicker”. Yell “Ball’s Away” when FB is kicked warning RT to avoid
kicker/holder. FG good — Watch KT & RT for DBF. FG blocked — back pedal — might be
needed at GL. Count 1001 & 1002 on Center {Foul for direct contact within 2 seconds).
2. U: Communicate to Crew — NO WHISTLE. KEYS: Snap, Snapper, & NO FAKE. Watch
Center on Snap. Count 1001/1002 on Center (Foul for direct contact within 2 seconds).
3. HL/U: KEYS: Snap, FAKE, & Near TE/WB Block. Long FG: Move downfield when kicked.
Short FG Made: Hustle in toward linemen.
4. U/BJ: If fake, stay on EL initially. If FG is short, get to the GL & rule on whether Kick
breaks GL Plane. Sound whistle when kick is good or kick crosses GL.
U/BJ: Good — U sounds whistle, both signal & move 2 YDS into EZ; Not good € hits in EZ
—U sounds whistle, both move 2 YDS into EZ, signal no score ONLY (2X) €: signal TB (2X).
9. Fight Mechanics — Actual Fight (FIA)
A. Definition: 2 or more opponents are swinging at each other {rare in Ohio).
B. CREW: If players are swinging, stand back, & “take numbers”. Keep other players away
from fight. Once players go to ground, attempt to break it up.
С. HL/LE Primary responsibility for SL & keeping non-players from leaving their bench.
CREW: After order is restored, huddle away from everyone, discuss, & then assess
penalties & DQ’s. Give all officials an opportunity to speak & be heard — important.
E. R: Goto SL with Wing present & inform each HC -- penalties & DQ’s for both teams.
Е. RíSignal): DB & Personal Foul, Not UNS, since there is contact while fighting. Signal DQ for
each player ejected from game for each team.
G. CREW: After game record facts. Complete required Ejection Forms; follow OHSAA Ejection
Policy, as best you can. OHSAA makes any necessary adjustments.
H. CREW: During weeks 1 — 10 Contact League Assigner or Commissioner.
10. Fight Mechanics — Prevention (FMP)
A. Definition: Tempers are rising; players are getting “personal”; it is “heating up”.
B. CREW: Allow no talking between opposing teams; stop it immediately. “Pinch into field”
further. Your presence is vital. U: An important role in the middle.
C. CREW: Talk with players on “edge” of a late hit, but not late enough to cali.
D. CREW: 2 opponents “chest up” or shove each other. Get between the opponents & stop it
then assess penalties, if warranted. If players are not swinging, get between them. This is
GOOD DB Officiating. Positive statements can defuse it. |
E. CREW: Be Assertive without being Aggressive — Do Not push players to ground, tackle
players, grab a player's face mask or pull them off pile. Sound your whistle loudly.
F. CREW?! [tis vitally important to penalize FIRST late hit, when warranted.
11. First Down Mechanics (FDM)
Definition: Close to a first down
Li; Primary Responsibility to decide if it is a 1st down. If close, stop clock & look. If not, start
clock. We do not have to measure because we stopped the clock. Note: LJ has best look from
across field & is usually downfield. With today’s spread offenses & number of passes, the Ris
usually too far away. HL: Do not look over your shoulder.
CREW: If CLOSE regarding first down MEASURE. There are too many games where a Crew
refused to measure, & then, in “eyes of coaches, they could do no right”. On synthetic & well-
marked grass fields, if forward stake is beyond hash & DBS is behind same hash, we will not
measure. Too many times we look across field & think “that is not even close”, and then we
bring chains across field -- “Wow — that was close or is a first.
HL/U (Close to 1% down): Sprint in until you meet resistance. Wing who can “see leather” yells
for FB. U will “dig for FB” & “hand it” to Wing. Do not throw FB to Wing.
12. Flag Mechanics (FLM)
АН flags must be in front & tucked in. Carry 1 or 2 center weighted Black ball Flags only.
Never throw a flag at a player; No Spot: Throw flag high into air. Spot: Throw flag to
corresponding YL. Passer beyond LOS — Drop Flag at spot. Crew must cover a spot foul flag.
Same Foul: Multiple flags — move flags to same spot. Confirm foul & player # & then 1 official
sighals Prelim to R. UNS/DB Personal Foul: Throw flag high into the air.
13. Forward Progress Mechanics (FWPM}
en m DD
Place downfield foot in front of backfield foot to mark FWP. Square Off. No angle in.
Cross-field mechanics (passes &runner driven back near SL) — look across field for help & ап
accurate FWP spot. Important for back side Wing to move into field | near the HM so your
partner can see you.
Close to 1% down — HL/L! sprint in until you meet resistance; Wing who can “see leather;” yells
for FB; U will “dig for FB” €: “hand it” to Wing. Do not throw or toss FB.
HL/LI mark FWP most unless R marks FWP behind LOS or BJ marks FWP down field
Player hit/driven back between field #s & SL — wind (2X} & move in, not past players.
Once official sounds whistle for FWP swivel your head (2X) & watch for DB action.7
Trapped pass — catch or no catch — do not move in to mark FWP until you know it is a catch. If
you square off & move in you are indicating Catch. Swivel your head & see if other officials
signaled incomplete pass. Key is: Go SLOW herel!!
14. Free Kick After Fair Catch (FC)/Awarded EC (FKFC)
Initial Position (IP): R (Kicker); U (GP Upright, Opposite PB); HL (KT Line); LJ (RT Line); BI
(GP Upright, PB). NOTE: 4 Man: R (KT Line); Wing (RT Line); Wing/U (GP Uprights)
Read & React (R&R) Then Flow:
1. R: Ask BJ if it is a FC. Ask HC where to spot FB.
2. CREW: Once kicked use FGM.
15. Free Kick After Safety (FKS)
Initial Position {IP}: R (RT 20 YL); U (KT 30 YL); HL/U (RT 30 YL); BJ (KT 20 YL). NOTE: 4
Man: R/HL (RT 30 YL); U (KT 20 YL); LJ {KT 30 Y1)
Read & React (R&R) Then Flow: KOM. BJ/U: Run to KT 30 YL HM after kick/punt.
16. Fumble Mechanics (FUM)
A. Covering Officials throw BB. R will stop game clock (no whistle) after 2 seconds if there is
no signal from an official regarding possession. If A retains possession, covering official
signals next down & R winds game clock immediately along with U.
— BB. targe pileup & officials have to “dig”. Covering official, who rules team possession, yells
team color & closest official signals direction (2X) of team possession, after making sure of
proper direction. Stop clock (2X) for COP.
17. Game Management Mechanics (GMM)
A. R (Meetings with HC's): Inform HC that CREW will send player(s) to SL who is approaching
“fouling status”. CREW: Record player's numbers on game cards who are sent off field.
Player can reenter when HC thinks he is ready to play & behave appropriately. Send any
player out who is talking to an opponent. We are paid to “control” the game. Too often
we let the early talking continue then later during the game we try to regain “control”.
Stop the talking between teams early and often.
B. CREW (Halftime): R winds Game Clock then TEAM Jogs Off field together.
C. CREW (End of Game): Rsignals End of Period & CREW gets together as a TEAM & RUNS
OFF the Field to the Locker Room. Don’t Stay to Visit — Preventive Officiating.
18. Goal Line Mechanics (GLM)
A. Use GLM for Try-Run/Pass (2 Pts.) a a a
B. Definition: Snap on/inside +10 YL. NOTE: 4 Man: U moves to EL between Uprights.
C. Initial Position (IP):
i. R:15YDS behind LOS & 8 YDS Wide of OB at 45 degree angle. Wide Side of Field.
2. U:7 YDS off the LOS inside the TE's, irrespective of R's IP. Vary your position laterally.
3. HL/LE: 2 Yards outside SL (restraining line). 4. BJ: EL between GP Uprights.
D. Read & React (R&R1 & 2} Then Flow:
1. R: Same as Pass or Run Play. After TD watch players moving toward SL. Do NOT signal
TD to PB. After TD ask Captain for iocation to spot FB for TRY.
2. U: Same as Pass or Run Play. If you are 100% sure it is a TD, & Wing has not signaled TD,
run to appropriate Wing & tell him what you saw. The TD call is the Wing's Decision.
U: NEVER signal TD. Do NOT spot FB for Try until Captain indicates spot.
3. HL/LI: MUST be at GL before FB arrives at GL. R&R1: (+10YL 8: + 5YL) — Start moving
immediately toward GL, 2 YDS outside the pylon under control. R&R2: (+ 5YL & GL) -
Hustle immediately to GL, 2 YDS outside pylon before FB arrives at GL. Stay beyond FB
& then come back when necessary. Runner dives at pylon — back out to see entire play.
TD — PIVOT-N-WATCH runner in EZ. Pinch in hard & fast on CLOSE Play at GL. Dig for FB
as necessary. Know itis a TD — Run in on GL. Not Sure —Run in Short of GL. It is
IMPORTANT TO SELL THIS. Be PATIENT —find the FB first!! Better to be Late & Right.
Runner runs hard to opposite pylon — Backside Wing will pinch in. NEVER MIRROR A TD
SIGNALH NOTE: R&R3 — If time € score dictate it, move to GL ASAP at snap.
4. Wings: If the runner moves toward the opposite SI, move directly to pylon & be ready
to pinch in on field of play. Make sure the runner does not change direction.
5. BIJ: Stay on EL during live ball. Hustle down EL, maintaining a 5 YD cushion with
receiver. Straddie EL on tight catch/no catch. Observe A Players near SL for touching
EL. BJ signals incomplete pass on EL only, not Wings.
6. HL/13/B8J: EZ Corner —Eye Contact with Wing Prior to TD Signal; if someone sees
Incomplete Pass, signal immediately (2X); Pass —Wait several seconds before signaling
TD — It is Better to be Late & Right. Signal TD (hold 2 seconds) only if you see it. STOP
at GL, Signal TD, Pivot 90 Degrees, & WATCH/FOLLOW Runner & other players after TD.
19. Hat Mechanics (HATM)
A. HL/U/BJ: Throw hat if any A/K Player goes OOB w/o being blocked prior to a COP or when
there isno COP. Muddy Field: Save hat & YELL the player's number loudly!
20. Hurry-up Offense Mechanics (HUM)
R/HL/U: Adjust position by not moving in as far when FB is dead.
R: Emphatically tell Center & ОВ to “wait for my whistle” if A is ready to snap. R: If Center
is over FB, back pedal quickly to IP before marking ball ready.
U: The “Sprinter” between downs, runs to grab FB & spot it off Backside Wing.
Remember, clock becomes more important than exact DBS, unless close to a 1st down.
Spot FB & move to your IP as quickly as possible. Hustle, But Do Not Hurry.
HL/LJ: Both hold DBS for the U as he might use either backside or front side Wing.
CREW: When A catches or runs with FB, use 1 FB only when spotting for next down.
CREW: GOAL for every game is efficient, quick, & accurate FB spotting so A never has to
wait for officials other than for TO’s or 1* down measurements.
21. Kick Off Mechanics (KOM)
Definition: KO at KT 40 YL. Score & SES don” t indicate Onde TO. Same IP for 7 R/HL/LS f
12) or Spotting the ball нее” 70. ES which darn the game. № NOTE 2 2: 4 Man: R (RT 10
YL near PB Во HL (RT 10 YL opposite PB SE u (RTS 50 Yio on 1 PB SL}; U (KT 4 40 M opposite PB
rest i both officials sound whistle loud & répestediy while running to the field numbers to
prevent DB Fouls.
Initial Position (IP):
1. R: Straddie GL on wide side of 1 receiver & between 2 receivers.
` = — pli,
2. U: 50 YL, 2 YDS OOB, € opposite PB with BB in hand (think onside kick).
3. HL/U: GL on SL. HL opposite PB. Won PB SL. If 1st KO for a team is short of the - 15 YL,
move to the — 10 YL for the next KO for that team. If kicked between the — 15 YL & GL,
stay at the GL. The GOAL is to trail the Receiver, NOT be even with him. NOTE: KT
penalized 15 YDS, then move up field accordingly for rekick.
4. BJ: 40YL, 2YDS OOB & on PB SL with BB in hand (think onside kick).
Pre Kickoff:
1. BJ: After Try, secure new FB from Ball Person near GP Upright, start your clock for 60
seconds, & jog up PB SL. Jog out to Kicker at 30 seconds. Check tee & hand kicker EB.
STRONGLY REMIND KT to stay behind Line until kick. After clearing Restricted Area,
secure ready from U & signal R. If FB falls off tee sound whistle {2X} & jog to kicker.
U: Jog up SL opposite PB & clear Restricted Area. Signal BJ when ready (raise arm).
LJ: Stand at Field Hs with “stop” signal pointed to R until clock is set at 12:00.
R/HL/1: Count RT & secure “ready” signal from HL/LJ/B] {raised arm).
CREW: If wind blows ball off tee (2X), then a KT member must hold the FB.
HL/LJ: If they disagree whether to be at GL or 10 YL, then stay at GL.
R/HL/L): Count RT; U/BJ: Count KT. Due to Rule Changes for the KT, it is imperative
that the U/BJ work together to communicate with the KT & HC regarding KT players
being within 5 YDS of the Free Kick Line & 4 KT players being on both sides of the
Kicker. BJ will call within 5 YDs & both can call the 4 players.
м ль о
D. Read & React (R&R) Then Elow:
1. R: KEYS — RT Touching Kick, Wind, GL, TB, Blocks Ahead of Runner, Clean Up Behind
Runner & R&R. Straddle GL & maintain 5 YD cushion until GL is not threatened. Wind
“clock: Signal TB if needed. Move up field watching blocking ahead & around the
runner. Once ball is dead swivel head (2X) & clean up first.
2. U: KEYS —R Encroachment, Onside Kick, First Touching, KT Initial Contact by RT Front
Line, & R&R. Run to near HM on 50 YL then STOP-N-Watch KT & RT. If runner breaks it,
you have inside/out responsibility & BJ has GL.
3. HL/L): KEYS — RT Touching Kick, Wind, KT OOB, Blocks Immediately ahead of Kick
Returner & R&R. Stay on SL until kick ends. Be aware of any FC signal by RT. Wind
clock if kick is caught/touched in your side zone only. Move up field deliberately,
trailing runner by a minimum of 5 YDS, & watching blocks. Do NOT hurry to get to DBS.
Blocking is more important ahead of runner. The SL is yours, GL to GL.
4. HL/U: When starting at 10 YL, if the kick goes toward the GL hustle back to GL outside
the pylon. Be ready to rule TB or OOB if the kick is near your pylon.
5. HL/13: OOB Kick — Throw flag at spot then hustle to HC for penalty choice.
6. BJ: KEYS — Kicker, KT Encroachment, Onside Kick, First Touching, KT Initial Contact by RT
Front Line, & R&R. Watch RT running forward to block Kicker, & then run to near HM at
50 YL. STOP-N-Watch KT players. Use peripheral vision to check runner. Be ready to
lead runner to GL. Arrive at GL prior to runner.
7. R/HL/L: When R signals TB, HL/U run toward the 10 YL field numbers at a 45 degree
angle, sounding their whistles loud & repeatedly to help prevent dead ball fouls. R jogs
to the 10 YL & sounds whistle loud & repeatedly.
22. Microphone Announcements Mechanics {MAMI
о 0 9
лов юн
R: Microphone MUST be controlled by R ONLY, if it is heard in stadium. H not, do NOT use.
Stand still; face PB; be concise, accurate, & think before talking. Pause for effect.
R {Practice): No microphone in this game — verbalize fouls when you signal PB.
R: Briefly announce unique rulings; keep it short & sweet; avoid being too technical
R (Examples): Player's # is announced.
Dead Ball, False Start, # 79, Offense, 5 YDS, Still 1° Down
[legal Motion, # 38, Offense, 5 YDS, Repeat 2" Down
Roughing the Passer, # 41, Defense, 15 YDS, Automatic 1¥ Down
Intentional Grounding, # 12, Offense, 5 YDS, Loss of Down, 3" Down
SL Warning (Give Name of HS), Their First.
6. 6. Time-out, Offense, Their First
23. Measurements Mechanics (MM)
R: Makes final decision to measure, signals TO to PB, & motions chains in. |
HL: Checks c correct YL & cp, then places * clip w where the u J has Placed his e N
point of the FB with: your! back to the G г
o Makes sure L's foot is lined up correctly then takes forward stake & pulls it tight.
: Looks at stake & FB, signals 1° down or signals short to PB. After grabbing forward
progress spot on chain, move chains inside the HM & spot new FB if necessary. If short of a
1” down wait for HL to reset the clip 8%. chains.
24. Observer/Crew Meeting Mechanics
Definition: Applies to Weeks 11 — 15 Only.
Observer can meet with the CREW at halftime (Maximum 10 Minutes) & Post Game —
(reasonable amount of time}. Listen attentively & be polite. However, if Observer makes a
suggestion that is Different from the Gold Book, show him the Gold Book.
CREW: Observer is REQUIRED to give CREW the OHSAA FB Observation Forms. If he does
not, email the DOD — FB within 48 hours after the game.
25. Onside Kick Off Mechanics (OKOM)
Definition: Score &/or time indicate an Onside Kick might occur. KO at KT 40 YL. 5 Man: R
(GL), HL/U (RT 50 YL), BJ/U (KT 40 YL). NOTE: 4 Man: U (KT 40 YL), HL/UJ (RT 50 YL) R at 10.
If in doubt, use OKOM. Discuss after Try—R makes Decision ONLY if disagreement.
CREW: HC indicates his team onside kicks a lot — use OKOM always when they KO.
Do NOT give signal regarding possible onside KO - - ready for onside KO every time.
R: IP is in middle of the Field. Stay at GL until there is no chance FB might touch GL.
BJ/HL/LI/U: All 2 YDS OOB, BB i in Hand. Clear restricted area before raising hand.
U/BJ: Holdat 40 YL 8 observe 15 touching, blocks by KT & RT, possession, etc. Then move
downfield to help rule on team possession.
HL/LJ: Hold at 50 YL & rule on FB crossing RT’s Free Kick Line, Fair Catch & possession.
U/BJ/HL/U: Large pileup on onside kick - - dig out FB - - “survival of the fittest”.
HL/L)/U/B): Remind teams to stay behind their Free Kick Lines until ball is kicked.
26. Pass Mechanics (PR)
Definition: Snap is between — 10 YL & + 10 YL. A Pass is thrown. NOTE: 4 Man: Wings
have all receivers on their side & dual coverage over middle of field.
Initial Position (IP):
1. R: 15 YDS behind LOS & 8 YDS wide of ОВ at 45 degree angle; Wide Side of Field.
2. U: 7 YDS off LOS inside the TE's, irrespective of R's IP. Vary your position laterally. Feet
parallel to GL.
3. HL/LE 10 YDS outside widest A Player; Never inside #s. If A is near SL take steps COB.
4. BJ: 20 YDS off LOS between the GP Uprights. Stay at 20 YDS until the FB is snapped
between the + 15 YL & + 10 YL. Then move 5 YDS deep into the EZ. When snapped on
or inside the + 10 YL (GLM) move to the EL. When Bis in a “prevent defense” adjust
your IP to be slightly behind the defensive backs.
Read & React {R&R1, 2, & 3) Then Flow: |
1. В: KEYS -- Snap/QB/Opposite Tackle/Passer; Maintain a 5 YD cushion with Passer. Yell
“Ball's Away” once slowly to tell B Rushers to stay off the Passer. If B hits the Passer
after you have said “Ball's Away” once slowly it is Roughing the Passer.
2. R: BP —signal and yell “back”. If Passer rolls, maintain a 10 YD cushion; eye on passer
after pass. DON’T Be a Head Wagger. Passer close to LOS -Memorize spot of release &
move to it quickly -- check with U — beyond or behind. Be ready to rule on Passer who
is hit — Pass or Fumble.
3. U: KEYS — Snap/Linemen/QB/Pass/Catch; Quick Pass — No time to get to LOS. Delayed
Pass — Delay slightly & read crossing tight end or possible screen pass to running back
directly behind the A linemen. If no threat move toward the LOS. if Passer rolls in a
Moving Pocket, the U should flow with the pocket along the LOS in R&R 3. The U must
get to the LOS with R&R 3 or if the LOS is threatened by the Passer. Check spot where
Passer releases ball near LOS with R as he arrives. Be ready to rule on trapped pass
behind/beyond LOS. Turn immediately when pass is thrown. Jog to DBS. Shoulders
parallel to SL when spotting ball. Move off ball quickly after spotting. CREW GOAL: A
Never has to wait for officials to spot ball & move to IP.
4, HL/13/B} (COVERAGES}: DBL/DBL—BIJ has inside receiver on LJ side. TRIPS — BJ has 2
inside receivers. Go to zone coverage once A moves past B initially.
5. HL/U/BJ: Watch the FEET FIRST, & then catch on EL/SL Plays. FEET/BALL!
6. HL/U/BJ: Watch the initial trajectory of the pass & then watch players, not ball.
7. HL/1/8H Consider Angle/Distance/Timing when moving into position to rule on play.
8 CREW: STOP- N-WATCH at moment of Judgment -You Can See Much Better!!
pie s 1e ball is air see the play.
10. HL/U: KEYS — - Snap/Player(s)/OB/Zone/Ball. _
11. HL/U (R&R1) (Pass in the Flat, Bubble Screen): Read Run or Pass Play -- Do Guard or
Tackle stand up? Then do backs move wide or receivers drop back? Read QB eyes —
first look is usually where pass is going. If so, “stay home “. Be ready to “open door” if
runner is close to you. If you rule BP -- signal & yell “back”. It is usually easiest for
“back side” Wing to rule. However, a “contending” crew will have both Wings signal.
12. HL/LJ (R&R2) (Short & medium passes): When Wings read no flat or screen pass move
downfield 5 YDS keeping shoulders parallei to SL, then stop. (Over 75% of the passes
are 15 YDS or less). The outside receiver(s) is yours. Read receivers in your area. Look
back & read passer’s eyes—where is he looking? Adjust position for a 5 YD cushion
from receiver making catch. “STOP-N-WATCH at moment of judgment. Straddle SL on
SL catch/no catches. Give “catch” signal (2X) on tight SL catch after signaling TO (2X).
DO NOT signal “catch” INTO the field, only on SL.
13. HL/LJ (R&R3) (Long Pass): Key Thought is “Turn & Burn”. Read receiver who runs hard
downfield or a “stop & во " pattern. Check OB eyes. Ready to go!
14. HL/L): The 3 R&R’s are a “progression” that Wings must do on each play once they read
pass. It is very important that Wings “read” the play first, then R&R, & flow as dictated
by the play. DO NOT MOVE until you have completed R&R1!
15. HL/LJ: When the runner moves into the opposite SZ, hustle downfield & move into the
field to the HM as needed. Referee players & action behind. R/U/BJ. Square off at DBS
& swivel your head (2X) for DB action.
16. BJ: KEYS — Snap/Player(s)/QB/Zone/Ball. Read G/T for Run or Pass Play. Inside
receiver(s) is yours. Read QB eyes — where is he looking? If R&R1 occurs, move back
slowly. No need to back pedal fast unless you read it is a deep pass (R&R3). Do NOT
take yourself out of play by being in a hurry to back pedal too quickly. “Lock Down” on
receiver/defender when you know where the pass is going. Maintain a 5 YD separation
by “crossing” receiver if he comes to you. Move in opposite direction receiver is
moving, thus not trying to outrun him. Lead runner to Gl, & stop at GL to rule on TD.
Only go back into EZ toward EL when receivers dictate it. Commit sideways only when
pass is airborne. Do not move past HM until ball is dead. Move to SL under control —
ball can wait. Move similar to a windshield wiper, SL. to SL, as needed to support
Wings. DB — swivel your head (2X). No need to run to DBS on plays of 10 YDS or less.
27. Penalty Enforcement Mechanics (PEM
A. U: Penalty Enforcement is yours. Turn to calling official when whistle is sounded.
— Calling Official: Give Prelim Signal for foul called after ball is dead. We look STRONG &
DECISIVE by giving Prelim Signals ASAP!! If 2 officials have same foul, confer, & then 1
signals. After Prelim Signal, he describes to Wing what team did.
Calling Official: Be Descriptive — more than # 88 held; need info to “sell” call.
10 Sec. Rule: Simple 5 YD DB Foul — CREW GOAL: Mark ball ready w/in 10 seconds.
10 Sec. Rule: Assumes Center has FB & hands it to U for 5 YD mark off.
R: Find open space immediately & give Prelim Signal; do not walk around!!!
R: Signals 1 Prelim ONLY to PB for 5 YD DBF — FST, ENC, DOG, lll Sub, etc. Otherwise he
signals a Prelim & Final Signal to the PB only ( : ated on SL
opposite PB then | give. ail signals | to both SL's. Check with TV before the game).
U: 98% of Penalties are enforced w/out asking because v we e know. The 2% м we are not sure,
we look at HC (Wing by his side) to decide. Wing will tell HC down & distance for both
acceptance & declination. Walk or jog off penalty yardage; your choice; get it right!
U/HL: 5 YD walk off close to first down; ask HL to check tape on the chain.
HL/LI: Both walk off yardage since 1 can be distracted by Coach/Player question, etc.; U
check w/ them only after walk off. Do not look at them until you reach SS.
BJ: Helps with half distance, automatic first down, & loss of down info — important.
BJ: Prior to a KO, place FB on ground, signal foul to PB, then walk off the yardage.
. CREW: ASK questions NOW NOW-- maybe wrong Pen. Enforcement; not in Locker Room. Mi is
im perative | that the R give each. offi cial: ac hance 1 to talk, not just: the aggressive! official
when the enforcement i is. complicated « or the. Crew disagrees : as. to what | is the enforcement.
£1/B): Signal Clock Status to R while he signals the foul to the PB.
Pre Snap Mechanics {PSM}
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m pp
CREW: Hustle to IP once the ball is spotted for next down.
R (Wide Side): For GLM, Passes, Punts, RM & Runs the R’s IP is the Wide Side of the Field.
Snap in the middle of the field? R determines Wide Side. R No Longer will ask the HC's
whether their QB's or Punters are right/left — only Try/FG Kicker.
R/U: Count A 11 Players & Hold Signal for 2 seconds. Get eye contact.
R: Primary Responsibility for A subs in & out of huddle. Mark ball ready after A is behind
сне LOS unless they delay. Mark ball ready ONLY after down box is set for 1* down.
: IF A is at LOS or moving to LOS, Back Peddle Out to IP before marking ball ready.
и: Count 5 Ineligible A Linemen. Check for their legal numbers,
71 t apply. Communicate with Biif A
HL/U: Enforce t the Restricted Area Rule. Coaches a are allowed only 2 steps on the field.
HL/LI: Memorize LTG prior to snap for greater awareness of 1* down.
HL/LI: Responsible for substitutes getting off field prior to snap on correct SL.
HL/L: Move backfield foot forward to “show” A players where LOS is. Once A is lined up
then place your feet parallel, shoulder width apart, so you can move quickly in any
direction. Stand up straight to see players better.
HL/LJ (Balanced Line — 7 Players): Count # of players on LOS on your side of Center. Signal
each other with both hands & hold for 2 seconds or signal with 1 hand & the other
hand/arm used to indicate player(s) closest is off the LOS.
. HL/U (Unbalanced Line — 7 Players): Count the # of players on LOS on your side of the
Center, & then Use “2” & “4” fingers to indicate it, & hold for 2 seconds.
. HL/U (Closest Player(s) is Off LOS): Punch him off at a 90 degree angle & hold until snap. If
he goes in motion, & now closest player is on, then drop your arm. If 2 closest players are
off LOS, punch them off with 2 fingers in a waving motion to a 90 degree angle. NO signal
given for nearest A player on LOS.
HL/U (Motion Man): Responsible when MM moves on your side of Center.
LJ (Down Box # is wrong): Point to Down Box repeatedly to get LM’s attention. If not,
sound your whistle softly & jog in to center of field. BE PROFESSIONAL by not drawing
attention to yourself or LM.
HL/LI/B) (Pass Coverage): Based upon formation, know your receiver(s).
BJ: Count B 11 Players 8: Hold Signal for 2 Seconds. NOTE: 4 Man: U count B 11 Players &
Hold Signal for 2 Seconds. Bl: Responsible for B substitutes in & out of huddle. NOTE: 4
Man: U is responsible for B substitutes in & out of huddle
BJ (Play Clock): Signal 5 seconds {with/without a play clock), count down with hand; reset
clock if needed. NOTE: 4 Man: R announce 5 seconds & verbalize 4 -3- 2-1.
Check Signaling Mechanics for more info.
29. Punt Mechanics (PUM)
Definition: KT lines up in punt formation. NOTE: 4 Man: U is downfield with RT receivers
(same as a 5 Man Bi). HL/LI on LOS.
Initial Position (IP):
1. R: 5YDS Deep & 10 YDS Wide of Punter at 45 degree angle; Wide Side of Field. If
Punter is between the - 5 YL & GL, R's IP is 10 YDS wide & standing on the GL at a 45
degree angle. If Punter is on GL or in EZ, R stands on EL, 10 YDS Wide.
U: 7 YDS off LOS, inside the TE's; opposite R {ONLY applies on punt plays).
HL/U: On SL (Due to possible OOB Punt)
BJ: 8 YDS wide & 5 YDS deep from single receiver. If 1 receiver, favor wide side of field.
If ball is snapped in middle of field with 1 receiver, then favor U side. If 2 receivers,
“split them”, 5 YDS Deep. Receivers on/inside — 10 YL, be on GL. When Receiver(s) has
his heels on or inside -10 YL, stand on GL.
Read & React (R&R) Then Flow:
1. R: Signal Crew when Tee& Kicker enters field. KEYS — Snap, KT Catch, Eligible Backs &
Holder #'s, Blocking by Backs, & Kicker. Inform RT players loudly to “stay off center” &
“stay off punter”. Count 1001 & 1002 on Center (Foul for direct contact within 2
seconds). Be aware of low snap & Kicker’s knee. Yell “ball’s away” when FB is punted.
Determine roughness/ running into. Stay with Kicker until there is no threat of a foul.
К: Jog to LOS, stop, & watch KT/RT. if runback, back peddle & get to GL, if needed.
U: KEYS — Number Exception, Snap, Snapper, Line Play, & TURN-N-WATCH. Watch
action on Center after snap. Count 1001 & 1002 on Center (Foul for direct contact
within 2 seconds). If punted 30 YDS or less {(R&R1), Stand-N-Watch. If punted + 30 YDS
(R&R2), jog slowly downfield.
HL: KEYS — Snap, Kicker Catch, Line Play, & Wide Out.
HL (R&R1): Pause before moving downfield & read if punt could be blocked. If snap is
over Punter’s Head, move into backfield & assist В.
LJ: KEYS — Snap, Line Play, Blocking Backs, Punt Cross LOS, & Blocking.
LJ (R&R1): Straddle LOS until Punt crosses LOS (Use down box as reference).
CREW: if punt is tipped, give the tip signal (2X).
HL/LJ {(R&R2): Punt 30 YDS or less; jog downfield 10 YDS, STOP-N-WATCH KT/RT.
w N
10. HL/UJ (R&R3): Punt more than 30 YDS; jog downfield 15 to 20 YDS watching KT/RT.
11. HL/LI: Do NOT “overrun” the play; concentrate on blocks ahead of receiver.
12. HL/U: Punt OOB -- jog beyond spot, turn w/ arm up 8: jog back. Once you get to the
area where you think it went out, WALK SLOWLY, & look for R to chop.
13. HL/LJ/BJ: Punt rolls OOB deep — look to BJ as needed due to his angle. The BJ will NOT
move to the SL on any OOB punt in flight.
14. BJ: KEYS — Snap, Outside Receiver(s) on LJ side, Signals, 1* Touch, & RT Catch.
15. BJ: Drop BB at PSK & 1* touching spots. Maintain 5 YD cushion with receiver initially
watching blocks. If receiver “crosses your vision” let him go so you are not straight
lined. If IP is GL, stay there until RT runs decisively up the field. The GL is yours. Once
ball is dead help with DBS & swivel your head, then relay new ball.
30. Reverse Mechanics (RM)
A. Definition: Snap will be inside — 10VL.
В. Initial Position {IP}:
1. R: 8YDS Wide of QB at 45 Degrees on EL {Errant snap). Wide Side of Field. NOTE: If
snap is between —10 YL & - 15 YL, R's IP is 10 YDS Wide of QB at 45 Degrees on GL.
2. U: 7 YDS off LOS inside TE's, irrespective of R's IP. Vary your position laterally.
3. HL/LI: 10 YDS outside widest A Player; Never inside Numbers.
4. Bi: 20 YDS off LOS & between GP Uprights.
С. Pre Snap: R will signal both Wings that they have GL by pointing at them & then at GL.
Wings confirm this by pointing at themselves & then at GL. Eye contact between R &
Wings is a MUST regarding GL responsibility.
D. Read & React (R&R 1, 2 & 3) Then Flow:
1. R: Remain at EL until no threat, and then move forward. Maintain 5 YD cushion w/QB.
2. LJ: Punt mechanics take priority over RM. Stay on LOS until punt crosses it.
3. Wings (R&R1} (Between — 2 YL & GL): Move to GL IMMEDIATELY! It | is important!
4, Wings (R&R2) (Between — 5 YL & -- 2 YL): Slide to GL & read QB & RB. If either is
threatened at GL, hustle to GL IMMEDIATELY. Remember the importance of the GL.
5. Wings (R&R3) (Between — 10 YL & -- 5 YL): Pause, reading QB, RB & B Rushers. If B
Rushers threaten the QB & RB at Gl, move to GL ASAP.
6. NO LONGER IN RM: Once the ball touches - 10YL, R has responsibility for GL. The R will
point to himself & then to GL, signaling Wings that the GL is his. Wings will point to GL
& then to R confirming that R has GL. If QB rolls toward R “suddenly”, R must move
back quickly, straddling GL. Do not “open door” to avoid QB/RB. If QB/RB is tackled at
GL, Ris the only official that can rule on DBS -- Safety or “in field of play”.
31. Run Mechanics (RUM)
A. Definition: Snap is between — 10YL & + 10YL. Run occurs from scrimmage.
B. Initial Position (IP):
R: 15 YDS behind LOS & 8 YDS wide of QB at 45 degree angle. Wide Side of Field.
U: 7 YDS off LOS inside the TE’s, irrespective of R’s IP. Vary your position laterally. Feet
parallel to GL
HL/U: 10 YDS outside widest A Player; Never inside the Numbers.
BJ: 20 YDS off LOS between GP Uprights. Stay at 20 YDS until the FB is snapped
between the + 15 YL & + 10 YL. Then move 5 YDS deep into the EZ. When snapped on
or inside the + 10 YL (GLM) move to the EL.
C. Read & React (R&R) Then Flow:
1. R: KEYS: Snap/QB/Handoff/QB/Line Play at Point of Attack (POA). Follow QB if herolls— 7
10 YD cushion. Eye on QB after handoff. Check line play at POA & action around RB.
When QB/RB is tackled Swivel your head (2X) for DBF.
2. U: KEYS: Snap/Linemen/POA Blocking/RB. Watch interior line play with emphasis at
POA. Action on tackled RB. Strong voice after DB to prevent fouls. Action near RB after
tackle. Spot Ball: Shoulders parallel to SL. Move off ball quickly after spotting.
3. HL/LJ: KEYS: Snap/Line Play/Blocks Downfield/RB. Read Guard/Tackle for Run or Pass
Play. Watch line play at POA & receivers ahead of POA. When possible move off SL to
mark FWP as long as you do not run past players. When RB moves to opposite SZ/SL,
move into the field to near HM at a 45 degree angle to “clean up” behind the U 8 BJ.
During the early run keep shoulders parallel with SL to maintain peripheral vision. The
SL is yours so be ready to “turn & burn” as needed. Check action on RB when tackled.
Swivel head (2X) after RB is tackled for late hits. Mark FWP with downfield foot
RATHER than staring down at the DBS. Wings that hug the SL & never move off the SL
are “pretenders” rather than “contenders.” Get off SL without running through &
around players. Square off at DBS & swivel your head (2X) for DB action.
4. BI: KEYS: Snap/TE & Tackle/Receivers/Line Play Beyond POA/RB. Read G/T for
Run/Pass Play. R&R1: Stay “home”. Don’t back pedal if you read run. R&R2: Move
backwards if runner breaks LOS. Check receivers for blocks & crack backs. Check blocks
ahead of POA & action on RB when tackled. Swivel head (2X) after RB is tackled for late
hits. Talk to “borderline” players.
32. Signaling Mechanics (SIM)
Oz = =
The 1 thing to overemphasize is signaling — sharp & crisp signals -- Be ASSERTIVE!!
Keep your head “up” €: swivel your head (2X) when signaling.
Think “one thousand one, one thousand two when signaling; slow & deliberate.
Use a finger whistle? Must still use approved signals (No “one arm” TO signals).
ps Pass: Punch Back & Yell Back ; Both h Wings/R it angle allows); This includes a
Balanced Line: Both h Wings: 2 Hands o waist level OR Unbalanced Line: 2 & 4 Fingers at
head level or above.
Catch (Tight SL}: TO Signal (2X) then Catch Signal (2X); Do NOT give catch signals “into” the
field (what if a crewmate is signaling incomplete pass!!)
COP by Calling Official Once Ball is Dead: Direction first (2X), then TO signal (2X); Non
Calling Officials Signal TO (2X) Upon Seeing COP.
Count Players: 11 (S12); 10 (10 fingers); 12 (“17 & “2” with both hands).
Double Stakes by R: CREW relays “One Finger for each hand” (2X) above head.
Down Box is wrong: LJ Points Above Ht's Head repeatedly. If necessary, use whistle.
Fair Catch: Signal TO only when the kick is caught.
. First Down: R Signals immediately (1X only): No “chopping”.
First Down near SL inbounds: TO Signal (2X) ONLY — Do NOT Wind.
1/24/34 Down: ALL Officials signal next down with 1 Straight Arm only immediately
after DB. Signal 4™ down prior to signaling “crossed arms”.
2"/3'%/4* Down (Close to a 1%): Wings tap their closed fists together (2X) indicating to
pinch in once ball is dead.
Q. Formation: Player closest to HL/LY is off LOS: Punch Back & Hold on scrimmage plays until ~~
snap unless nearest A moves on LOS or goes in motion; if nearest 2 players are off LOS,
punch off with 2 fingers in a waving motion to 90 degree angle.
К. Foul {Calling Official): After throwing your flag & ball becomes dead by Rule, signal TO (2X),
then a prelim foul signal to R & point to offending team.
S. Foul (R Signals PB): R moves to 1° Available Open Space; Do NOT Walk Around.
T. 4" Down Signal: All officials relay Crossed Arms at shoulder level after 3 down.
U. GC (Wind) (No First Down): After FB Becomes Dead between Field H's €: SL, Wing Winds
Clock (2X) €: R Mirrors (2X).
V. GC (Ready): R faces PB to wind or uses PB side arm (snap is imminent & must watch snap).
W. GC (Wind): Wind index finger (2X) at shoulder level so R knows to wind clock.
X. GC (No Wind): Use crossed arms so R does NOT wind clock.
Y. GC: Tap wrist shoulder level, remind crew status inside 2 minute each play
Z. Incomplete Pass Signal: Normal — chest high (2X) — covering official(s) only. Do NOT follow
up an Incomplete Pass signal with a TO signal. Incomplete pass kills the clock. Other
officials on the Crew do NOT signal TO.
AA. Incomplete Pass Signal: Both Arms Sweep Out-of Bounds (2X) on Tight SL Play.
BB. Incomplete Pass Signal (2X) then Both Arms Give Juggle Signal (2X) on No catch.
CC. Knee (K/QOB) Touched Ground: Point to your knee & ground emphatically (2X).
DD. Passer {Incomplete Pass or Fumble): Signal incomplete Pass (2X) then Pass (S34) (2X).
EE. Point Differential: See Point Differential Rule elsewhere in the Gold Book for signals.
FF. PC (5 Seconds Left): BJ raises arm w/ 5 fingers 6: counts down (4-3-2-1).
GG. PC (Reset): Bl raises arm over head & pushes upward (2X).
HE. Punt COB: Wing will raise his arm then drop it when R “Chops” him.
Н. R Marks Ball Ready: Arm high overhead & extend arm straight out to FB.
JJ. Reverse Mechanics: R/Wings — R Points at Wings & then GL if Wings Have GL; If R has GL (No
longer RM), he points at himself & then at GL.
KK. Runner Down Before Fumble: Point (from your head to waist) to Ground (2X).
LL. Safety: Hold for 2 Seconds. | В | |
MM. Stop Sign: Arm/hand extended 90 degrees toward R to wait for injured player, talk with
coach or player, timer to put 12:00 on game clock, or any other good reason.
NN. “T” (S4): Given Бу В to Crew when Tee is carried on field by KT. ©
OO. Direction by Calling Official for Team TO: TO Signal (2X) Followed by Pointing with Both
Arms (2X) Toward Team Who Requested TO.
PP. TO Signal: All Officials signal Stop Clock (2X). R signals Team who Called Team TO (2X) with
2 Chucks of Arms toward Team’s GL.
QQ. TO: When team uses 3 charged team TO’s, R will face PB & pull down on the “steam boat
whistle” (2X) & then point to that team (1X).
RR. TB: Signal (2X).
TD; Hold 2 Seconds; Arms Straight up & Palms Face Inward. R does not mirror TD to PB on
successful score. Foul & TD during a down — signal TD since that is the result of the piay.
TT. Touching a Pass/Kick at LOS: Anyone who sees it will use S11 (2X).
UU. Trap & No catch: Incomplete Pass signal then run to spot and “Pound” the ground
emphatically (2X) when it is a very tight call.
(S #) refers to the NFHS Official FB Signal Chart in the NFHS Rules Book.
33. Third 8: Fourth Down Mechanics (TFIMI)
HL/UJ: Know where LTG is. Point to LTG to inform other Wing. This is crucial!
HL/LJ: Similar to GLM, move to LTG immediately at snap if LTG is 5 YDS or less. It is imperative
to be stationary on LTG prior to FB arriving.
Timing & TO Mechanics (TOM)
CREW: When scoreboard clock does not work or turned off, announce remaining time at 9, 6,
4, & 2 minutes. Once inside 2 minutes attempt to announce the time remaining after every
play. Use a very loud voice to communicate to benches.
R: Check Scoreboard for the correct number of Time-outs before marking bali ready.
BJ {Clock is stopped): BJ signals R whether clock is started on ready/snap. Due to LJ talking
with HC or walking off penalty. “Top Contending” Crew: Most officials signaling R on most
plays. Ask your R -- He will tell you how much he appreciates it.
R/BJ: Official facing scoreboard rules on snap versus end of period.
LE: Primary Responsibility for Game Clock. He talks with Timer before game, times half time,
interrupted game interval {lightning & thunder), & interval between end of regulation game &
OT. Make sure scoreboard clock starts, when stopped, after R/L) signal start clock. If it does
not start, ALL officials signal start clock.
HEL/L): Signal TO (2X) when runner is 0OOB, not when you reach DBS. Wind clock (2X) when DBS
is inbounds between numbers & SL, unless it is an obvious 1* down.
. CREW: Every official MIRRORS every TO (2X) signal on every play.
CREW: TD, TB, Safety, & Incomplete Pass Signals automatically STOP clock — do not follow any
of these signals with a TO signal.
CREW (Inside 2 Minutes & All TOs): Someone MUST visibly see scoreboard clock was stopped
on OOB, incomplete passes, TO’s, etc — it is that critical
BJ: Operation of a visible Stadium PC is a Game Management responsibility; NOT the BJ.
R/HL/1J (KO & Start Clock): Kick touches player/caught between HM’s — R only signals. Kick
touches player/caught in SZ—R & near Wing Only signal.
CREW (Team TO): When necessary for several officials to get together & talk, then DO IT. But
still keep an eye on “your” team as needed.
. CREW (Team TO): Calling official — Whistle, signal TO (2X), point to team {2X}. R signals TO (2X)
facing PB, & turns to team’s GL & points that way (2X), both arms.
. CREW (Team TO): All 5 officials signal TO’s REMAINING for each team to each other & records
it. The R will give 2 “tugs on the steamboat whistle” & point to the team’s GL while facing PB
when they are OUT of time-outs.
HL/U: When team is out of TO’s, Wing informs HC.
CREW (Clock Stopped): Give “stop signal” to R for unusual delays in marking ball ready.
R/U/LI (TV Games): U signals R/U with “stop signal” until TV Coordinator indicates to LI that
TV is ready. U stays over Ball until LI signals that TV is ready.
35, Try-Kick Mechanics {TRYM)
Definition: Try will probably be kicked. (Assume Right Footed Kicker below) NOTE: 4 Man:
Wing who looks at R's back goes to EL. Stay at LOS on Muddie Huddle. U/Wing (GP Uprights)
Initial Position (IP):
1. R: Plant Leg Side of Kicker. 5 YDS Deep €: 10 YDS Wide of Holder, at a 45 degree angle.
2. U: GP Upright Opposite PB; BJ: PB GP Upright. U/BJ: Muddie Huddie: Stand on EL
3. HL/U: Stand on Field Numbers at LOS; Muddle Huddle: Stand 2 YDS OOB
Read & React (R&R) Then Flow:
1. R: Signal crew when Tee & Kicker enters field. KEYS: Backs & Holder #, Snap, Holder,
Catch, NO FAKE, Center, & Kicker/Holder. Ask Captain where FB is spotted. Mark ball
after U is on EL. Tell RT to “stay off center 8: K/H”. Yell “Ball's Away” when FB is kicked
to warn RT to avoid K/H. After Kick — Watch KT & RT for DBF. Do NOT signal PB on a
successful kick (score). Count 1001 & 1002 on Center (Foul for direct contact within 2
2. U: KEYS: Numbering Exception, Snap, Snapper, NO FAKE, & FB. Watch action on Center
after snap. Count 1001 & 1002 on Center (Foul for direct contact within 2 seconds).
Sound whistle immediately when the FB is kicked.
3. HL/LE KEYS: Snap, FAKE, & Near TE/WB Block. Try Good or No Good/Blocked: Hustle
in toward players with Strong voice after FB is kicked. If fake, move immediately to GL,
2 YDS outside the Pylon.
4. HL/L (Muddle Huddle): Hustle to Field #'s if KT shifts to a Try-Kick.
5. R/HL/L: Fake Try short of GL, Wings mark FWP Only. R signals No Score to PB when
Runner is short of GL only.
6. U/B]: Fake-- stays on EL. Good — Both signal 8: move 2 YDS straight ahead into EZ; Not
good — Both move 2 YDS straight ahead & signal no score ONLY (2X).
7. CREW: Huddle after Try only if absolutely necessary.
36. Victory Formation Mechanics (VCM)
A. Definition: Winning team HC informs officials we are “going to take a knee”. Opponent is out
of team time- outs € or r tells s Wing that v we e will n not u use e them, inning T Team | is ahead by? Эс or
CREW: Officials pinch i in à close. R/U: Inform A 2 B that A will take a knee—nothing rough. QB
has protection once his team indicates he will take a knee. R: Emphatically inform ОВ he
MUST take a knee ASAP — no fakes. If he fakes & does not take a knee it is an Unfair Act.
CREW: Ask winning team HC if his team will take a knee; score/time dictates this. If yes, Wing
assertively informs losing team HC. Inform all players loudly. Communication | is important}!
37. Whistle Mechanics (WM)
R: Mark ball ready when clear of all players |
Sound your whistle (SEE LEATHER) when ball is dead by Rule. Not more than 1 or 2 whistles;
rarely 3. Who has primary coverage? Contending Crew has Great whistle Discipline.
Ball dead by Rule — 1 only strong short blast of whistle by covering official(s); keep whistle in
mouth until threat of a dead ball foul is over. Whistle on every play — NO Exceptions.
Repeated blasts of whistle to indicate foul away from play; TO; HC Requests Info; Stop Play for
Something Unusual; & “Fighting” or “Opponents talking with each other”.
Plastic Whistle only. Carry whistle in your hand only during the down, not in your mouth.
Finger whistle — use OHSAA Approved Hand Signals with both arms, if needed.
. Whistle can be in mouth prior to snap. Drop or remove it from mouth after snap.
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Observer Instructions: Volunteering Their Time to Improve Officiating
NOTE: Think Constructive Comments, Constructive Comments, Constructive Comments — Be Positive
1. Print CLEARLY; use OHSAA Abbreviations as much as possible to save space.
2. BOTTOM COPY GIVEN TO CREW, top copy forwarded to League Assigner during regular season &
Bruce Maurer (DOD), via email scan or mailed to his home address during the State Tournament.
3. We view ourselves as a teacher & mentor - we are there to help officials improve - not to grade them.
4, Please read & learn the 10 Commandments by Ed Hochuli on the other Observation Form
(Reminders) -- excellent thoughts for our observers.
5. OHSAA Observation Forms are an improvement Mechanism. Discuss "What Went Well" & "What
Can We Do Better". Discussion must be open & frank. Ask questions rather than lecture.
6. Assess Game Administration & Game Management. Does the game flow with minimal delayed crew
conferences? Does the Crew manage the game without being noticed much by the spectators?
7. Be Respectful of the Crew's time — hold discussions to 15 to 20 minutes after the game {10 minutes
at halftime) unless it is a very unusual & challenging game that requires additional time.
8. All observations are BASED upon the OHSAA Gold Book Standards for FB Officiating Mechanics ONLY
-- no personal! preferencesi!
9. AskR privately to ask his Crew for their attention -- no getting undressed or taking a shower, Let's be
respectful of each other.
10. If possible, sit down with the officials, officiating chain crew (if OHSAA Officials) & their guests ONLY
immediately after the game in the locker room to cover your comments.
11. Before discussing your observation, ask the Crew what are thoughts on mechanics,
communications, game management, & game pace.
12. Concentrate on observing the IP & R&R Then Flow on 11 Different Types of Plays for each official
initially. |
13. Watch each official individually: Do they "read the play" for a pass vs. a run? How do they react to
a short pass vs. a medium or a long pass (R&R1, R&R2, R&R3)?
14. Listen to whistles when the ball becomes dead: 1 or 2 whistles or is the entire Crew "pall watching"
by sounding their whistles?
15. Hand Signals: Is the Crew using the OHSAA Approved Hand Signals listed in the Gold Book? Do they
signal stop the clock & incomplete pass in a slow & professional manner?
16. Communication: How is Crew communicating verbally & nonverbally with each other, PB & HC's?
17. Time Management: Enforcing DB LOS Fouls within 10 seconds, TO's limited to 60 seconds, 8% KO's
after 60 seconds have elapsed after the Try?
18. Restricted Area: Does Crew enforce the Restricted Area & give SL Warnings when warranted?
19. Dead Ball Officiating: Do officials "chase the ball” or do they watch players on & off the field until
there is no threat of a dead bali foul?
20. Back Side Wings: "married to the SL" or do they move on to the field & actively officiate the play?
21. BJ: Back pedal too soon & takes him out of the play or does he R&R. Is he an integral part of the
Crew throughout the game?
22. Field Presence: Does the Crew hustle €: communicate, have good "game pace", look like "they know
what they are doing”, & enjoy officiating?
24. Observers Mantra: Consistency! Consistency! Consistency! Comments are based on the OHSAA A
FB Gold Book! (6/1/15)
— Observer Reminders
Ed Hochuli's “Ten Commandments of Observing” Released on My Referee: October 2009 Copyright© Referee
Enterprises, inc. (Paraphrased 6/1/15)
Let's keep some things in mind when evaluating/observing/teaching:
1. Be Fair and Impartial. We know many of the officials we are watching. That shouldn't, & can't, affect our
opinions. We must be above reproach.
2. We Do Not Know Ali the Answers. Find our why he did what he did before offering constructive comments.
Find out what happened & why. Then offer suggestions on how it might have been done better,
3, Be Constructive. Remember the purpose of observers is to improve the officiating quality. The only way your
comments can help an official improve is if you share them. Go in the locker room at halftime & after the game.
Go over all your notes with the entire crew. If not, call the R. it is imperative that we share all comments with
them — both good & constructive.
4. Be Consistent. The biggest complaint is we are inconsistent. We need to give everyone the same info. Study
& Learn the OHSAA Gold Book Approved Standards for FB Officiating Mechanics.
5. Do Not be a Distraction. If the B invites us tc the pregame, we should go if we can, but never go into the
official's locker room without being invited by the R. Cali the R before the game and ask permission to come
into the locker room.
6. Be Discreet with Your Constructive Comments. Our comments should be shared with the crew, but not with
other officials or coaches. We should be a positive influence on the program, & should never criticize officials to
other officials or coaches.
7. Praise at Least Three Times as Much as You Criticize. We all know people respond better to positive
comments than negative, so whenever possible, cast even your criticisms in a positive manner — perhaps by
praising someone else on the crew as a means of pointing out to another crew member a better way “to do it.”
8. Do Not be Afraid to Say “I Do Not Know”. Often we are asked what we thought about a particular play,
whether the pass was caught, what the proper mechanic or Rule is, or what happened on a particular play. And
often we don’t know.
9. Do Not Judge Fouls from the Stands. Our job as observers is primarily “mechanics oriented” rather than “foul
oriented.” When discussing “foul oriented” questions ask the official (s) “what did you see?” This allows us to
assess & comment on their rules knowledge. We will occasionally be able to comment on a foul, but normally,
we won't see it, or we won't get nearly as good a look at it as the official did.
10. Do Not Forget What !t is Like to be on the Field. Remember how quickly things happen on the field.
Remember the angles on the field are different & people can be screened or distracted by other action.
Officiating Tips — Professionalism — We Will Be the Best
1. Officiating Reminders: Professional & Pleasant
Treat all coaches & players with courtesy & respect. Offer brief explanations when necessary.
Bring potential problems to the attention of the HC. Notify HC's when it is time to leave the
Locker Room at halftime.
2. Official’s Professionalism
A. Check the WWW.OHSAAFB.COM website weekly for the latest information.
B. Read & know the OHSAA Handbook for Officials now located on their website only
(OHSAA.ORG, select officiating, then select Directory of Information).
C. Officials need to be aware that their actions are being observed at all times.
D. Rules Knowledge: Know the Rules & Officiating Mechanics. Read & study weekly Q's & A's
that are on our website. They cover Rules, Mechanics, & Regulations.
E. An official's personal opinion about the value of a Rule is not to have an effect on the
enforcement of it.
F. Keep yourself physically & mentally fit. Remember that each year you are a year older &
the players are the same age.
G. Every game we officiate — let's ask each other “how did | do” & “what can I/we do to get
better before our next game”.
H. Remember that the “Only Dumb Question is The One We Do Not Ask”.
|. Always act in a manner to be a worthy example to those for whom & with whom you are
J. Your responsibilities extend to fellow officials & you must work as one member of the
officiating team. | o |
K. Make decisions promptly & fairly based upon the Rules regardless of the school, coach,
score, or crowd. |
L. Keep in mind your first Goal is your SAFETY as well as the SAFETY 8: general welfare of those
that you are officiating.
M. Read & know the OHSAA FB Regulations. |
N. Be systematic, prompt, & business-like in all your dealings.
O. Honor every contract; even if it means not being able to take a “higher level game” or to
travel less miles. |
P. Build a schedule through hard work, dedication, study, reflection, & enthusiasm.
Q. Wear only the proper uniform. Maintain a neat & credible appearance.
Overtime (OT): Rules
OT: OHSAA OT Rules indicated below are used for Varsity Games ONLY. OT is NOT used in any Sub
varsity Games (JV/Frosh/8"/7" Grade). OT Period starts when the R signals “End of the 4" Period”.
Do NOT use the OT Procedure in the NFHS Rules Book. It is different from the OHSAA OT.
Policy: OHSAA requires that all Varsity Contests have a winner (no ties} & must use this OHSAA OT
Procedure. It MAY be used in sub varsity contests if both HC's mutually agree to do so prior to the start
of the game. League Commissioners, Assigners, and Officials may NOT modify these Rules.
Definition: An OT Period is defined as the Home Team (HT) &Visiting Team (VT) each having a series.
The Start: Both teams go to their team boxes for a maximum 3 minute intermission. Crew meets at 50
YL, reviews OT, & discusses penalty enforcement (no Post Scrimmage Kick enforcement); including any
carry-over penalties from 4™ period that could be assessed to start OT. HL/U (VT HC) 8: BJ/LJ (HT HC)
will answer any Head Coach's (HC) questions.
Coin Toss (CT): VT chooses “heads” or “tails”. Winner: Choice of defense or offense first, or end of
field to play. Loser: other choice. R indicates CT winner; place a hand on his shoulder. To indicate
_ offensive team, R has that captain's face the Goal Line {GL) his team will advance. Indicate with first
down signal. Other captain faces offensive captain with his back to GL he will defend. There is only one
CT in OT.
Time Qut's (TO): 1 TO/team/OT period. Unused TO’s do not carry over from 4" Period to OT or from
one OT Period to the next OT Period.
Timing: Game clock is turned off. Play clock is used. Maximum 2 minute intermission between OT
Periods, regardless of the number of OT Periods played, & a 1 minute intermission after a team scores.
Start First OT Period: Each team has a series of downs. Offensive team: (A), 1°" * 40, B°s 20 YL or
Succeeding Spot (SS) (if carry-over penalty has been enforced). A has 4 downs. A is awarded a new
series when a 1” down is made. Line To Gain (LTG) is established 10 YDS in advance when a new series is
awarded. If LTG is not reached, opponent starts on offense. After first team on offense has completed
its series, defense becomes offensive team, 1% & 10, at the same 20 YL, anywhere between пе НМ”.
Direction: Both teams play at the same end of the field during an OT Period.
COP: № В gains possession, ball is dead immediately. A’s series has ended.
Scoring: A may score by TD, FG, & Try ONLY. B cannot score. If A scores a TD, then do the Try, unless
points wouid not affect the game outcome. Team with the most points at the end of an OT Period wins.
Final score: Combine points scored in regulation & all OT Periods.
Score Tied After 1% OT Period: If the score remains tied after each team has been on offense in an OT
Period, then play more OT periods until a winner is determined.
2ubsequent Captains Meeting: Loser of OT CT has first choice of options (See # 5 above). Additional OT
periods: Option choice is alternated {no CT).
A Awarded New Series: A shall be awarded a new series when any of the following occurs: 1. LTG is
reached; 2. Kicking Team (KT} recovers a FGA between the GL's after it has been touched First by
Receiving Team beyond the Neutral Zone; & 3. B is guilty of roughing kicker/holder/snapper/passer.
Overtime (OT): Penalty Enforcement
1. Basic Rule
Succeeding Spot (SS) fouls which occur: A, During last play of the game; B. During the last play of an
OT Period; or C. Dead ball fouls which occur after the last play of a game or OT Period. These can
be carried over to OT, unless a TD is scored on that play, in which case the penalty can only be
enforced on the Try.
2. Fouls that carry over from Regulation to the First Play of OT (or from one OT Period to the
following OT Period}
e SS fouls during last timed down of a game or last play of an OT Period, if a TD was not scored.
e Dead Ball fouls {DBF} after last play of a game or last play of an OT Period if TD was not scored
during play.
e SS fouls on a Try, if the Try follows a TD on last play of a regulation/OT period.
o Unsportsmanlike (UNS) fouls during or after the Try on A or B.
o Non player fouls or non-player UNS fouls during the Try on A or B.
o DBF after the Try on either A or B.
Oo Fouls on B during the Try, if A accepts the result of the play & chooses penalty enforced
from the SS. (These include: Fouls by B or RT on a successful Try or FG; DBF after last
play of the game or before OT; UNS or non-player fouls during or after the Try on A or B;
in OT, non-player, UNS, & DBF are penalized at SS.)
3. Fouls that do NOT carry over from Regulation to the First Play of OT (or from one OT Period to
the following OT Period)
e A foul by an opponent of scoring team on last play of regulation/OT Period during a down in
which a TD was scored. Scoring team can only accept this penalty on Try.
A UNS or non-player fouls by either team on the last play of regulation/OT Period on a down
which a TD is scored. Offended team can only accept this penalty on the Try.
e If a TD is scored on the last play of regulation/OT Period & there is a foul after scoring down,
but prior to the initial ready for the Try, for which the basic spot is the SS, the offended team
can only accept this penalty on the Try.
Overtime (OT): Plays & Rulings
Play. Last timed down of 4" period. A 1 scores TD, making score B 22 & A 20. On a Try A 2 passes to A
3 for successful Try (2 points). After Try, B 1 commits UNS. Ruling. B 1 UNS foul is enforced at SS to
begin first OT Period. R explains to Home Team (HT) & Visiting Team (VT) Captain's prior to Coin Toss
Play. Last time down of 4” period. A scores TD & score is A 13 — B 14. A has successful Try-Kick & B 1
roughs kicker/holder. Ruling. If A accepts score, penalty is enforced to start OT. if A accepts penalty,
Try will be replayed at the 1% YL. |
Play. End of 4™ period score is tied. After last down of 4" period, A 1 strikes B 1. Ruling. DO A 1.
Enforce personal foul at SS. if A is first on offense in OT, it is A 1 & 10 on B 35 YL. If B is first on offense
itis B 15 & G on 10 YL. OHSAA OT: Ball is initially placed at 20 YL.
Play. 4™ Period ends with a TD. During A’s successful 2 point Try, B 9 commits Defensive Pass
Interference (DPI). A makes successful 2 point Try which ties game & results in OT. A elects to take DPI
penalty at SS to begin OT. R explains to HT & VT Captain’s prior to CT in OT.
Play (OT). Home Team used ali 3 TO's in the 2" half & now their HC asks for a TO after the OT Toss &
prior to the R signaling the ready. Ruling. Legal. OT starts once R signals “End of Period” for 4™ Qt.
Play (OT). Regulation game ends in a tie. In OT, A wins CT & selects offense. A 1 scores TD. After A1
scores TD: (a) A2 clips B 1 or (b) B 1 strikes A 2. Ruling. DBF in both (a) & (b}. TD counts. Penalties in
both (a} & (b) are enforced at SS, the Try.
Play (OT). A A" & 5. TD by A. After score, but before Try, B 1 commits UNS. Ruling. Penalty enforced at
SS on Try. Non player, UNS, & DBF are penalized at SS.
Play (OT). A 3“ & G on B 4 YL. B recovers fumble or intercepts pass. Ruling. Down & series ends with
B's fumble recovery or intercepted pass. B cannot return them. Ball is dead immediately.
Play (OT). A3“& GonB4YL. Attempted FG by Ais unsuccessful & B 1 recovers FB on — 1 YL. Ruling.
Down & series ends for A with Change of Possession.
Play (OT). A3" & G on B4 YL. B commits DPI on incomplete pass. Ruling. A 3rd & G on B's 2 YL.
Play (OT). A 2"* & G on B 9 YL. A commits OPI on incomplete forward pass. Ruling. A 2" & G on B 24.
Play (OT). A4™ & Gon B6 YL. Attempted FG by Ais unsuccessful. B 1 roughs Kicker/holder. Ruling. A
1% & G on B 3 YL. Automatic first down for roughing kicker/holder.
Play (OT). Home Team (HT) chooses offense first. HT (A) scores TD. During successful Try-Kick, B 1
roughs holder. Ruling. Since HT {A) accepts result of the play (successful Try-Kick), penalize VT (B) at SS.
it will be VT ball 1* & 10 at the 35 YL.
Play (OT). HT chooses offense first, scores TD & Try-Kick. They huddle in front of their bench. Ruling.
Due to the A score, there is a 1 minute intermission after Try.
Play {OT). HT chooses offense first % their series ends with no 1 down. They huddle in front of their
bench. VT is on the field ready to play. Ruling. The teams must switch sides of the LOS €: begin a new
series immediately with no break. Do not allow the VT to put the ball in play until the HT is on the field.
Penalize HT for delay of game, if warranted.
Play (OT). Scoreless 1% OT Period. B lost OT CT. B has choice & chooses to play 2" OT Period at
opposite field end from where 1% OT was played. Ruling. Yes.
Point Differential: OHSAA Rule, Plays/Rulings, & Mechanics
During the 2" half, any time the score differential reaches 30 points or more the game clock (GC) will be
stopped only when: 1. An official's time-out is called for an injured player; 2. A charged time-out is
called; 3. A change of possession (COP) occurs at the end of the down; 4. At the end of a period; 5. A
score occurs; or 6. An extended delay. The GC will start again on the ready for play (RFP) signal for the
first play after the above situations. The GC will continue to run in all other situations. (The use of this
Rule does not preclude the use of NFHS Rule 3-1-3). After the 30 point differential has been met, if the
score drops below 30 points, the GC reverts to regular timing rules. Communicate with HC's when it
starts. lt is imperative the LI meets with the Timer before the game to review this Rule at all levels.
Plays/Rulings below occur under the OHSAA Point Differential Rule during the 2" half, unless noted.
1. Play: Crew arrives at the field for a game. Ruling. After completing prelim duties the LJ will
discuss this Rule with the Timer. Give the Timer a card listing the Rules & emphasize the R
mechanics for starting & stopping the GC.
2. Play. Late in 2" quarter A scores & goes ahead 31 -0. Ruling. The Point Differential Rule does
NOT start until the 3" quarter. Standard timing rules are used for the entire 1* half.
3. Play. Ascoresa TD & goes ahead 31 —0. Ruling. Point Differential Rule starts when the B marks
the ball RFP & winds the GC for the KO or, in middle school, for 1* down. The GC does not run
during the Try. The Wings will notify both HC’s that the Point Differential Rule is in effect.
4. Play. Ais ahead 31-0. KT KO's to RT & RT runs it back to 30 YL. Ruling. GC stops since there
was a COP at the end of the down. The GC starts when the R marks the ball RFP & winds the GC.
5. Play. Ais ahead 31-0. A-1 throws a pass that is intercepted. B-1 returns it 10 YDS & is
tackled. Ruling. GC is stopped since there was a COP at the end of the down. When the R
marks the ball RFP he will wind the GC.
6. Play. Aisahead 31-0. A-1 throws pass, B-1 intercepts, B-1 returns, hit, fumbles, & A-3 recovers
the fumble. Ruling: Since A has the ball at the end of the down, the GC continues to run. The
same ruling would appiy on a KO or punt play.
7. Play. Ais behind 31-0. Ascoresa TD & 1 point Try. Score is now B—31 & A-—7. Ruling. Since
the score differential is now less than 30 points, revert to NFHS timing rules. Tell HC's.
8. Play. Ais ahead 31-0. ltis a hot & humid game & R stops game for extra water breaks. Ruling.
This is an extended delay. Stop the GC for the water breaks, then R marks ball RFP & winds GC.
9. Play. Ai |5 ahead 31-0. A-3 is called for holding. Ruling. The GC continues to run.
10. Play. A is ahead 31 = 0 with 2 minutes left. A HC tells HL he will: not snap the ball: again. SR will
invoke Consume: Time, & the GC will be Stopped. for the DOG & will be wound on the snap.
1. When the Point Differential Ruie is enforced the R will point at the timer, tap his wrist, & give a
wind signal with his index finger. The R will face the timer each time he needs to wind the GC.
2. Other members of the Crew will continue to use Gold Book Signaling. Li will mirror R’s wind.
it is the timer’s responsibility to know the Rule and then start/stop the clock as needed. (6/1/15)
_ Summary of OHSAA FB Regulations That Apply to Officials -
NOTE: These Regulations are summarized from the OHSAA FB Manual. Officials may view the Manual at
www.ohsaa,org, select sports, select FB, & select FB Manual on the left hand side. {6/1/15)
Alcohol, lllegai Drugs, & Tobacco
A. Officials: Prohibited from using any form of alcohol, illegal drugs, or tobacco at playing site.
B. Officials: No intake of alcoholic beverages on game day until after the game.
A. Shall not play music or sound a whistle while the QB calls signals or ball is live. Band members shall
not perform behind VT's bench area. !f this occurs, contact Game Management who will correct it.
Coaching Phones
A. No OHSAA Policy or NFHS Rules regarding # of phones or whether they operate or not.
Crews Using 6 or 7 Officials
A. CCA Mechanics used. Officials working games with 6 or 7 officials cannot be rated & the game (s)
does not count toward the 8 games needed for tournament eligibility.
DQ, Ejections & Special Reports
A. Officials: Required to file an Ejection Form online {OHSAA.ORG, select Officiating Home, select
Ejection Form) for each coach/player that is ejected within 48 hours. This includes ejections for UNS
or Personal Fouls (Contact) during a 7" — 12" grade game.
Coaches DQ for UNS: Will be ineligible to coach at all levels of games played until he sits out 1 game
at level ejected. DQ Coach must be away from playing vicinity area. He cannot go into the stands.
A PANA E EU E am a nn are wr area an ln a we xl
UNS assessed to assistant coaches, trainers, & replaced players aie not charged to the HC.
Player DQ for UNS: Must remain on team bench. He cannot be in uniform the following week.
Special Report required: 1. Game is terminated before time has expired by Rule (info includes, but
not limited to, circumstances, time, & score). It is preferred games be played so time on clock has
expired; 2. Team refuses to continue playing or HC removes team from field; & 3. Other situations
as needed. No report needed for shortened periods.
:~ Drones (Unmanned Aerial Vehicles)
A. Prohibited during State Playoffs. During Weeks 1 — 10 & scrimmages it is the decision of the HS.
Field Conditions
A. The field is very muddy with standing water, snow, or ice: Game will be played.
B. The field is marked incorrectly. Play the game then report it to OHSAA.
C. Lights go out on one side of stadium prior to or during the game. If both HC's agree, play the game.
Forfeited Game or No Contest
A. Any scheduled regular season contest which is not started due to unforeseen circumstances, such as
failure of team to arrive, strike, or school closing is a “no contest” or a forfeit. “No contests” are not
included in won-lost statistics.
B. The OHSAA may deciare a forfeit when a team (s) refuses to reschedule.
Game Ball
A. Weeks 1-10: Each team shall provide 1 or more lega! FB (s) for use.
B. Weeks 1-15: Ideally, varsity officials shall receive game balls 1 hour before KO.
С. Weeks 11-15: Official FB is Wilson GST. Teams provide 3 legal balls for use. Can use any Wilson FB.
- 10- Game Clock (GC) ee aaa a an
A. Turn GC off after 3" time Operator must be corrected or GC malfunctions (3 Strikes).
11. Halftime (Weeks 1 — 10, Varsity Only)
A. If both teams use a common exit area from field at end of 1* half, officials “hold” HT until VT has
time to clear field. Game Clock starts when HT & VT have reached their Locker Rooms.
B. Intermission: Halftime is NOT extended by a Host School Request. 20 minutes plus 3 minutes for
warm up. 20 & 3 must appear on Game Clock separately. HT & VT must be in stadium for 3 minute
warm-up. However, players do not have to actually warm up.
С. HT: 1/8] shall notify HT HC (4 minute warning) & escort HT to field
D. Vr: U/HL shall notify VT HC (4 minute warning) & escort VT to field.
E. When HT & VT refuse to enter field first, HT must enter first.
12. Host Schools Responsibilities for Officials
A. Must provide adequate security for officials & their vehicles upon arrival through departure.
B. Held responsible to sponsored student sections that attack or single out student- athletes.
C. Shall refrain from showing replays on video boards where an officiating call could be considered a
substantial part of the play.
D. Shall “police” the throwing of snowballs or missiles of any type, by spectators & others, &
discourage bands & cheerleaders, etc. from participating in unsporting conduct.
E. If A/B/C /D above occur, officials report this to Game Management who will correct it.
F. Shall provide a private meeting/locker room for officials’ 2 hours before game time.
13. Length of Game (Maximum)
A. Varsity: 12 minutes; JV::-10 minutes required; Freshmen: 10 minutes; 7" & 8: 8 minutes.
14. Officials Authority
A. Begins: When they arrive on field 35 minutes before scheduled game time.
B. Ends: When all paperwork, reports, & other duties for the game are complete (Rule 1-1).
15. Officials Required Meetings |
A. 4 Local Meetings required. Check www.myohsaa.org, log in, select Local Meetings, & select FB.
В. 1 State Rules interpretation Meeting (SRI) required. Check at www.myohsaa.org, select State
Meeting, & select FB for dates & locations. Online dates: “July 21 (4PM) thru August 21 (must be
finished by 11: 59PM). From August 22 thru August 29 call OHSAA, pay $50, & secure access to the
SRI Site: - Beginning August 28 special permission must be requested. to gain access to the SRI Site.
C. SRI: To receive credit for face to face meetings (no fee) an official must arrive on time & stay until
conclusion. Officials will. receive credit for 1 SRI & 1 Local Meeting. Online Meeting: Officials need
to complete the entire meeting & registration protocol.
D. Officials who fail to attend 1 SRI meeting will be suspended the following year. Attendance is
required to be eligible for State Tournament Assignments in the current year.
16. Play Clock (PC)
A. Mutual consent is not needed. Turn them off after 3 time PCO is corrected (3 Strikes).
B. PC Operator (PCO) will meet with BJ prior to game. PCO starts PC on R signal & reset PC to 25 on
snap or R’s signal (upward hand push). PCO keeps PC at zero if it runs out before snap. If Game
Clock is running, PCO turns off PC with less than 25 seconds left on Game Clock in a period (if
stopped, run PC). Under no conditions will the Crew operate the visible stadium PC.
—— ——17. Player Equipment (PEQ) ——
A. VT: white jerseys. HT: non-white jerseys. Enforce Numbering Requirements during Varsity Games.
Numbering requirements do not apply to sub varsity games. Communicate differences to HT/VT HC.
B. HC’s received communications from OHSAA about Mandatory Compliance with NFHS PEQ Rules.
Officials are to enforce them. When arriving on field 35 minutes prior to KO, take a careful look at
HT & VT regarding wearing legal PEQ. It is easier to make necessary changes to PEQ prior to KO.
С. Awareness Game (All Levels): Team must have prior OHSAA approval {accept word of Game
Management that OHSAA approved). All players must appear in the same legal uniform.
D. Clear & White Mouth Guards: Suggest team use a colored marker on it so it becomes legal.
Pre-Game Warm-up (Weeks 1 — 10 Varsity Only)
A. Host school shall coordinate pre-game with HC, bands, & officials. Area between 45 YL's must be
clear 20 minutes prior to KO for CT. CT Time can be earlier for a special ceremony if Game
Management has notified VT in advance. Set GC for 30 minutes before game.
B. Both FB teams shall arrive on field prior to stated KO time.
С. If necessary, HT shall take field first as instructed by officials to prevent delay of game.
D. Host school must communicate starting time change to VT & officials.
A. Officials can DQ players & coaches at scrimmages. They will not participate in the Week 1 contest,
Complete an OHSAA Ejection Report online.
B. Maximum Length: 9" — 12” is 3 hours/team: 7th & 8" are 2 hours per team (Exception: Scrimmage
delayed due to inciement weather). Do not count inciement weather delay for the time allowed.
С. If officials need to leave after the original scheduled end time of the scrimmage; then they should.
A. Officials & Coaches are expected to make no derogatory comments regarding players, coaches,
schools, or each other. Failure to follow this will result in disciplinary action.
7" % 8" Grade Modified Rules
A. Four 8 minute periods, 10 minute halftime, & 3 minute warm-up. Point Differential Rule applies.
B. Teams will NOT free kick. The RT wiil put FB in play by a snap at the yard line, 25 Yards in advance
from what is KT's Restraining Line. Unless changed by a foul, it is the RT’s — 35 YL.
C. Safety: Same Rule as above. Placed 25 Yards beyond what would normally be KT's 20 YL for safety,
move FB 25 Yards from 20 YL which is 45 YL. The opponent snaps FB at their + 45 YL (they only have
45 Yards to go for a score).
D. VTis late to game site. The decision regarding warm up time prior to game is made by HT Game
Management/HT HC & the VT HC. Officials are not involved i in this decision.
E. Numbering, Rules do not apply. Ask HC'S before’ game. Communicate with players during the game
prior to the snap if. a player with an’ ineligible number i is positioned | in an eligible position:
Sideline Safety
A. SL MUST be clear of players & coaches from SL to 6’ outside SL. Officials-enforce it.
‚Омегите (ОТ)
A. OT is NOT played in Sub Varsity Games. OT is played in Varsity Games ONLY.
Whistle in Stands
A. Officials report to Game Management who will correct it. Apply the inadvertent whistle Rule. If the
players pause, slow down, or stop when they hear the whistle, then stop play.
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Safety Policies
The following are OHSAA Safety Policies:
Artificial Limb:
The artificial limb must be submitted to OHSAA for approval with accompanying photos of the limb,
both padded &with no padding. A letter from a physician may be submitted when approval is
requested. If the artificial limb is part of the hand, lower arm or the entire arm, a 4” thickness of slow
release foam must cover the artificial limb before approval is granted by the U. The team must provide
a copy of the approval letter from OHSAA to the officials before each game.
Letters are NO longer required for casts. However, they need to be padded per NFHS Rule.
Review NFHS Rule 3-5 {Concussions) & Suggested Guidelines for Management of Concussion. When a
player is hurt an official must check with the HC and/or Medical Professional regarding type of injury.
Once officials determine that a player exhibits signs, symptoms, or behaviors consistent with a
concussion, the R & Wing will simultaneously notify the HC of the player's removal from the game.
The player may NOT reenter the game. Injured player Rules apply. If a suspended game continues |
past midnight th concussed player may not: enter the ¢ game. ‘ Conicussed ‘players may not play again
until they have completed the Return to Play Protocol. Crew will record the player's name, #, & team.
After the game the R will complete OHSAA Concussion Report {OHSAA.ORG, select officiating, select
Directory of Information) for ALL players removed from the game for a Suspected Concussion. He will
mail or email/scan the Concussion Report to OHSAA. Note: If an Ohio team plays a game in another
state, this Rule applies to the Ohio team. If an out of state team plays a game in Ohio, this Rule
applies. This is because it is a state law now.
NOTE: For alli in juries, stop the | game, & if medical personnel. are présent, let them administer to 5 the
injured player.
1. Weeks 1-10: The decision is made by Administrative Representatives of competing schools.
Athletic contests can be started at any time. Municipal/city curfew laws take precedence.
2. Weeks 11 — 15 (State Tournament): Contests cannot begin after 11PM. A Suspended Game can
be continued after 11PM. Municipal/city curfew laws take precedence.
Heat & Humidity:
1. Day before the Game: All officials should properly hydrate.
2. Game Day: Prior to the game discuss with AD/Game Management/Medical Personnel (MP)
/Head Coaches (HC) the weather & thoughts about the need to take water breaks.
3. Once the Game Starts: It is highly recommended that Water Breaks be taken only during Team
TO'’s, & after scores & changes of possession. However, if there are extraordinary weather
conditions, water breaks can be taken during an Official's TO. However, do NOT stop a team's
momentum in order to take an Official's TO. Extend these breaks as long as needed. More
water breaks may be needed during day games or the first half of a night game. All officials
need to rehydrate with water & sports drinks as well during these breaks. Wings —
communicate often with the HC & MP regarding their thoughts for future water breaks. Again
discuss with the HC & MP at half time about conditions for the second half & water breaks.
Observe & report obvious signs like players cramping.
Heat Index:
Officials are not involved in the assessment or decision to postpone or cancel a game or scrimmage
due to heat & humidity. This is the responsibility of the Host School to know & assess the Heat Index.
Games, scrimmages & practices will be postponed if the Heat Index is above allowable levels as
indicated in the OHSAA Heat Index Regulations.
Lightning and/or Thunder {Inclement Weather):
Policy: This Policy is different than NFHS FB Rules Book Policy. OHSAA Policy states: “When
thunder is heard or a lightning is seen, suspend play & take shelter immediately. Once play has
been suspended, wait at least 30 minutes after the last thunder is heard or lightning flash is
witnessed prior to resuming play.” All personnel, athletes, & spectators should evacuate to
available safe structures or shelters. THERE ARE NO EXCEPTIONS.
Consequences If Crew Does Not Follow This Policy: Officials could be suspended a maximum of
2 years for the regular season & the OHSAA State FB Tournaments {Weeks 1 — 15).
Officiating Mechanics: Contact the AD/Game Management upon arrival at the site if inclement
weather is forecast. Enlist their help. During the meeting with HC's prior to game time, ask
them for assistance with seeing lightning or hearing thunder. When lightning/thunder happens
STOP THE GAME after the DB. Communicate with the HT & VT HC's regarding your decision &
this Policy. During the 30 minute stoppage, monitor the weather.
Coin Toss: Prior to the KO for the 15 or 3" quarters. if the game is suspended. for inclement
weather, the Crew will again ask the HT & VT Captains if they want to change their options.
Crew Responsibilities Record Game Information ASAP: R record HT & VT Score, HT & VT TO’s
Used, & Coin Toss Choices; U record Team in Possession, Goal Defended, & Location of Ball
Between the Hash Marks; HL record VT SL Warnings, Down, Distance, Ball Spot & Clip; LJ record
HT SL Warnings, Quarter or Half Time, Game Clock Time, Game Clock Status, & Time
Lightning/Thunder occurred; BJ record Player Concussions, DQ’s, & UNSC (Team & Player #).
NOTE: HT is usually on PB SL & VT is Opposite the PB.
Suspended Game Responsibilities: R records all Game Info from Crew on 1 document (see form
later in this section) & makes 2 copies — one for the R to keep & one for the AD. {This will be
needed if the game is postponed until the next day & no one from the Crew returns). Li times
the initial 30 minutes & additional 30 minutes. R will coordinate with AD's/HC's regarding
interrupted time remaining, possible restart, or postponement until a later date. The HT & VT
HC's & AD's will make the decision regarding the date & time the game will be rescheduled.
Warm-up Time When Teams Arrive Back on Field: R & U will meet with both HC's to determine
length (Maximum 10 Minutes) of the warm-up period. 1 will ask Timer to place 10 minutes on
the Scoreboard Clock, unless both HC’s have agreed to shorten the 10 minutes.
Halftime: It can be eliminated, kept at 20 minutes, or any time less than 20 minutes as long as
HC's & AD’s agree. If some halftime length is agreed to, there is a Mandatory 3 minute warm
up. Elimination or reduction could be due to the game being suspended in the 2nd quarter.
Curfew Policies: See Above.
— 10. Game Postponed Until a Later Date: Teams will keep their recorded game tapes or DVD's & can
review them. Returning Crew (Split or New) will confirm Game Info with themselves, AD,
Timer, Scoreboard Operator (if different), H&VHC & Chain Crew. U will check & remark game
balls. Crew will meet with both HC's & verify that the players are legally equipped. NOTE: New
Crew: Contact AD for Game Info supplied by R prior to leaving the earlier Postponed Game.
17. Additional OHSAA Policy: Game will be played to conclusion unless both teams agree to end
game & score stands.
12. Prior to Officials Authority: If officials observe teams warming up with lightning and/or thunder
occurring prior to their authority (35 minutes before game time), report to the OHSAA Office.
Medical Hardware:
Unless the specific rules code stipulates otherwise, athletes in sports of a collision/contact nature
should not be permitted to wear devices such as insulin pumps, heart monitoring equipment and/or
other diagnostic or therapeutic appliances while participating in interscholastic contests. However, in
the event that a physician requires a student-athlete to wear a therapeutic device during competition,
such medical necessity shall be specified in writing and signed by the prescribing physician & the device
shall be padded and securely attached to the player's body underneath the uniform. The medical
statement shall be shown to the R prior to the athiete’s being permitted to participate. The Head
Coach must present the letter to the R prior to the game at the Pre-Game Meeting.
Player s Uniform Changes:
if something regarding the uniform is changed due to medical or religious reasons & the athlete is
doing something not permitted by NFHS Rule, MAKE the Head Coach show the officials a letter signed
by an OHSAA Staff Member. A Medical Professional’s note is not acceptable.
Tornado Watch or Warning (Inclement Weather):
A watch indicates conditions are favorable for severe weather to develop in the area. Please have a
heightened awareness & communicate it. A warning indicates severe weather has been reported in
the area, and everyone should take proper precautions. Suspend the game immediately & move to a
proper shelter as directed by Game Management. The game will remain suspended until the warning
has expired. See lightning/thunder policy above for warm up policy.
Student’s Name | Date Sport
School Name — Comment
Level of Game = (Circle One) 7“ g" of | JV Varsity
Referee’s Name OHSAA Permit #
R: Score: H V TO's H V
| Remaining:
Coin Toss: H V Defer Receive
U: Team In Possession: H [J VI]
Ball Position: Center L] Left Hash [1 Left GP [J Right Hash [1 Right GP LI
LM: Down: Distance: Dead Ball Spot YL:
Clip YL SL Warnings/Fouls — Warning Ll 5 Yard LI UNS 1 0 UNS 2 [J
LJ Quarter Clock: Or HT Li Running L] Start On snap LI
SL Wamings/Fouls Warning L] 5 Yard Cl UNS 1 LJ UNS2[]
Last lightening/thunder:
BJ: Player DQ's: Home Number(s):
Visitor Number(s):
UNS Issued: Home Number(s): | Home Coach
Visitor Number(s): Visiting Coach
Note: R will record info from crew immediately upon entering sheltered area. If no one from the crew
is available for the game postponed to another day, give info to the A.D.
Fach Crew Member is responsible for the info indicated above.
State Requirements (OHSAA Handbook for Officials)
1. Regular Season Officials Requirements
High School Varsity — Class 1 OHSAA football only (Need: OHSAA Permission to Use: a Class: 2 Official).
High School Reserve/Junior Varsity — Class 1 or 2 OHSAA football only.
Freshman/7-8th grade — One OHSAA Class 1, 2, or 3 official is required. Additional officials shall be
OHSAA Class 1, 2 or 3 officials or officials in training.
Must attend 4 local rules meetings & 1 state rules meeting.
2. Tournament Officials Minimum Requirements (applicable to Regional & State)
Must hold an OHSAA Class 1 permit in Football
Must officiate during the current football season a minimum of 8 varsity high games at the position
for which applying. Must have officiated a minimum of 8 high school varsity football games during the
previous season. All games must be 5 man crews only & officiated in Ohio or a state that borders Ohio.
. Must be physically fit, possess an athletic appearance, and be able to read/react and flow with the play.
. Must use the OHSAA Gold Book Approved Standards for FB Officiating Mechanics.
. Must arrive at the game site 1.5 hours before the scheduled game time & dressed in a
professional manner (no blue jeans, no t-shirt, & no non OHSAA baseball hat)
An official may not work a Championship Football Game in successive years.
3. Required Uniform
a mmo
AN bm — X
Uniforms must be clean, fit properly, & neat.
Black and White vertically striped, long. or short-sleeved knit shirt, with 1or 2: -1/4” stripe, a
black knit cuff & Byron collar; All officials shall wear the same: type shirti in varsity games only. “The new
2- 1/4 и shirt: must have the OHSAA Red Logo: located: above the chest pocket & the USA Flag on. the left
sleeve. “Both must be “dye sublimated”: into, ‘the fabric. The 2- 2/47 stripe shirti is mandatory for the
OHSAA State’ Playoff Ga mes for 2015; Effective 2016 all officials must wear the 2. -1/4” Stripe shirt for
varsity & sub varsity ga mes:
. Black football officiating pants with white stripes & black socks. Black shorts & black ankle
socks may be worn as an alternate uniform during sub varsity games. Black shorts shal} be
worn for all scrimmages. Black shorts with belt loops, black belt, either a short sleeve or long sleeve
shirt, and black ankle socks may be worn for varsity games played during Weeks 1 — 10.
. Solid black football shoes with black laces. Shoes should be shined before each game.
. Black baseball cap with white piping, except for the R who shall wear a white cap.
. Black leather belt, 1%” to 2” wide, with a plain buckle.
. Black & white vertically striped jacket when worn during the game. A black jacket or black
& white striped jacket may be worn prior to the game. Effective 2016 black & white vertically striped
jackets may not be worn during: varsity games.
. Blue bean bag (Exception: White bean bags may be used on a blue football turf field).
- Gold penalty flag(s) with a black ball. Effective 2015 all penalty flags must be located in the front.
. The U shall use an all-black towel.
. Jewelry shall not be worn except for a wedding band and/or a medical alert necklace or
bracelet. A religious medallion which is not visible is permitted.
. Black plastic whistle (Exception: Pink whistles may be used during October regular season games only
if all crew members have them).
Time Schedule for Varsity Contests - 5 Man Crew
_ e (6/1/15) = os
Prepared by Bruce L. Maurer, PhD; Director of Football Officials Development (DOD)
1J/BJ (HT) & U/HL (VT): Escort Both teams to arrive on the fi field |
Prior to Kickoff (KO)
6:00PM | Crew: Arrive on site; check-in with Game Mgmt. Need to discuss inclement Weather Policy? 5:30PM
6:30PM | Timer(s) to Officials LR & discuss Point Differential Rule with LJ (Game Clock) & BJ (Play Clock-If Used) | 6:00PM
6:30PM | HT & VT Teams: Bring FB's to Officials Locker Room; U: Approve balls for HT & VT & return them 6:00PM
6:49PM | U: Ask crew -- Flags? Bean bags? Whistles? Coin? (Prior to leaving locker room) 6:19PM
6:50PM | Crew: Walk to field & talk with first available head coach 6:20PM
Note 1: Time may be earlier due to distance from locker room to field
6:55PM | Crew: Introductions: Look coach in the eye; firm handshake; smile; complete the following: 6:25PM
R: Players legally equipped? Captain's #'s; Kicker - Right or Left Footed; Unbalanced Line?
Note 2: Storms forecasted? Ask Coaches for help to see lightning & hear thunder
HL (VT)/U (HT): Give Lineup Card; Get back coach's name; unusual plays; get player's # who fouled;
Unusual situations/Pen. Enf.; KO Depth by KT; will change if VT is on PB SL & HT is opposite PB
R: Team box emphasis; players on the edge- UNS- do you want to take care of it? Good luck!
6:55PM | Timer: Put 30 Minutes on Game Clock & Start it So Time Expires 1 Minute Before KO 6:29PM
7:05PM | LI/BJ (HT) & U/HL (VT): Secure a maximum of 4 captains/team 6:35PM
7:10PM | R: Flip coin 6:40PM
7:12PM | Crew: Record toss winner & options selected 6:42PM
7:13PM | Crew: Inspect field; talk with Ball Persons; stretch & loosen up 6:43PM
7:14PM | Both Teams Clear the Field; R: Inquire & Introduce yourself to any Medical Professionals on site 6:44PM
7:15PM | HL: Talk to Chain Crew {NO Stripe shirts); LI: See Timer if not in LR earlier — Point Differential Rule 6:45PM
7:28PM | Crew: Meet at 50 YL {center of field); BJ brings FB 6:58PM
7:29PM | Crew: Jog to KO IP 6:59PM
Note 3: LJ steps on field with stop sign signal until clock is set to 12:00 for 1st qt. then tells R
7:30PM | R: Sound Whistle for KO 7:00PM
Halftime {20m + 3m)
20m R: Wind game clock for 20 minute halftime; crew sets watches; LJ times the halftime 20m
5m Li/BJ (HT) & UHL (VT): Leave Official's Locker Room for Team Locker Rooms 5m
4m LJ/BJ (HT) & U/HL (VT): Inform Head Coach Only of remaining time for half time 4m
R: Wind game clock for 3 minute warm- up 3m
3m BJ (HT) & U (VT): Bring 1 captain to 50 YL Center of Field; R: Secure options & signal PB 3m
2m Crew: Meet at 50 YL (center of field) 2m
im Crew: Jog to KO iP; Crew sound whistles to get teams ready for 2nd half KO im
Note 4: LJ steps on field at numbers with stop sign signal until clock is set to 12:00 for 3rd gt. then tells R
От R: Sound Whistle for KO Om
Note 5: LJ will time all 30 minute intervals for an interrupted game due to thunder & lightning
Note 6: Time may be earlier due to walking distance from locker room to field
Note 7: OHSAA Playoffs: 1st game- arrives 2 hours before KO. Subsequent games- arrive 1 hour 30 minutes prior
to KO
Time Schedule for Sub Varsity Games-- 4 Man Crew
Prepared by Bruce L. Maurer, PhD; Director of Football Officials Development (DOD)
(6/1/15) НН к 1 2 8
Prior to Kickoff (KO)
4:40PM Crew: Arrive on site; check-in with Game Mgmt; Need to discuss Inclement Weather Policy? 8:40AM
4:41PM Crew: Walk to field & talk with first available HC; Crew Introductions: Look coach in the eye; 8:41AM
firm handshake; smile; complete the following: R: Players legally equipped; ineligible player's # in
an eligible position; captain's #'s; Kicker -- Right or Left Footed; Unbalanced Line?
Note 1: Storms forecasted? Ask for coaches help to see lightning/hear thunder |
HL {(VT)/U (HT): Get back coach's name; unusual plays; get player's # who committed foul:
explain unusual situations/penalty enforcement; will change if VT is on PB SL & HT is opposite PB
R: Team box emphasis; players on the edge- UNS- do you want to take care of it? Good luck!
4:50PM Li (HT) & U/HL (VT): Secure captains; max.— 4 captains/team 8:50AM
4:51PM R: Flip coin 8:51AM
4:52PM Crew: Record toss winner & options selected 8:52AM
4:53PM R: Inquire & Introduce yourself to any Medical Professionals on site; U: Check FB's 8:53AM
4:53PM Li: Inspect Field & Talk to Timer -- Point Differential ; HL: Talk with Chain Crew {NO Stripe Shirts) 8:53AM
4:58PM Crew: Meet at 50 YL (center of field) -- 9th/1V 8:58AM
4:59PM Crew: Meet at 35 YL & Place FB -- 7th/8th; Jog to KO IP -- 9th/JV 8:59AM
5:00PM R: Sound whistie for Snap (7th/8th) or KO (9th/3V) 9:00AM
Halftime (10m + 3m)
10m R: Wind game clock for 10 minute haiftime; crew set watches; LI time halftime 10m
5m EI (HT) & U (VT): Go to team locker rooms or team meeting on/near the field 5m
4m LJ (HT) & U (VT): inform HC Only of remaining time for half time Am
Om If the teams leave the field, the LJ (HT) & U (VT) will escort them to the field Om
3m R: Wind game clock for 3 minute warm-up 3m
3m L J(HT} & У (МТ): Bring 1 captain to 50 YL Center of Field; R --Secure options & signal PB 3m
2m Crew: Meet at 50 YL Center of Field (Sth/JV only) 2m
1m Crew: Meet at 35 YL & Place FB (7th/8th): Jog to KO IP (Sth/IV} 1m
Om R: Sound whistie for Snap (7th/8th) or KO (Sth/JV) Om
Note 2: U will time all 30 minute intervals for an interrupted game due to thunder 8: lightning
Note 3: Time may be earlier due to walking distance from locker room to field
Unsportsmanlike Conduct (UNS) —
Player behavior in committing UNS Fouls continues to be an OHSAA Point of Emphasis. Recognizing
these fouls & enforcing the penalties is Imperative. These Guidelines will help officials with their
decision: A. Do Not be overly technical in applying this Rule. B. Do allow for brief spontaneous
emotional reactions at the end of a play. C. Beyond brief, spontaneous bursts of energy, officials must
flag acts that are clearly prolonged, self-congratulatory, self-glorification, excessive, demeaning &
taunting opponents, & that make a mockery of the game.
When a situation arises, officials should take a deep breath & assess. Let Your Mind Digest What Your
Eyes Have Seen. it is okay to discuss the act as a Crew & then penalize or pick up a flag already thrown
by an official.
NFHS UNS Rules (9-5): No player shall act in an UNS manner once officials assume authority for game.
Officials are expected to make no derogatory comments regarding players, coaches, or schools. Coaches
are expected to make no derogatory comments about officials or opponents. Failure to follow this
OHSAA Regulation will result in disciplinary action.
it will never be possible to write what should 8% should not be allowed. However, the following List of
Specifically Prohibited Acts is intended to assist officials with making their decision:
Cross GL & simulate a cross on his chest
Cross GL & point to the sky
Cross GL & pray for a short time
High Fives with teammates
Jump & chest bumping with teammates
Spontaneous celebration shared with teammates
Celebration done in team box area
Cross GL & raise a teammate into the air
Raising the ball in the air after crossing the GL
J. Players spontaneously jumping on a pile in EZ (not non players from bench)
A. Using profanity, insulting , or vulgar language or gestures
Derogatory remarks directed at the officials
Signals to the official that he needs to throw his flag
One or more back or forward flips
Celebrating by dancing in EZ or dancing/stomping on HT Field Logo (s)
Spike FB into ground (unless done legally to conserve time)
Dunk or attempt to dunk FB over cross bar
Hand or throw FB to or at an opponent
Intentionally faii to place FB on the ground or immediately return it to a nearby official
Kick, throw, spin, or carry FB any distance that requires an official to retrieve it
Kick FB other than a legal kick
Make hand gestures such as choking, throat slashing, pounding one’s chest, pointing to his bicep, or
pointing a finger like a gun
. Bow at waist after a good play; signal 1% down;'or a hand salute to opponent of spectators
Strike a pose that is meant to incite or taunt the opponents and/or spectators
Point back or wave at an opponent
Dive into EZ or alter stride as he approaches his GL with no opponents nearby (unless he is
attempting to Consume Time late in either half)
Go into stands to interact with spectators
Use gestures to encourage the crowd when they begin booing officials
Teammates engaged in a choreographed display of celebration
Stand over player just tackled & point or try to intimidate him
Repeatedly punch GP Pad with the opponents school name on it
Runner turns & taunts an opponent while he crosses Gi
. Scoring player throws make believe bowling ball & several teammates fall to the ground
1: Posing as if taking a selfie of yourself or with teammates.
Record Player's number on your game card. Inform the HC that if his player receives a second UNS, he
will be DQ from remainder of the game. Communicate player's number to the Crew.
The Quiet Word: Typically used for mild infringements. Communicate with a player (s) or coach
regarding a player “moving to the edge”. If players are getting “out of hand”, coaches want it
communicated so they can take care of it. Remember, we are there to Defuse Rather Than Incite.
The Public Warning: Stronger tactic for situations where behavior is s pronounced & apparent io
others. When warning a plaver in front of his teammates, if later we have 16 penalize, the
teammates know that he “crossed the line”. They expect the official to penalize.
The Captain's Meeting: Form of a public warning where both teams demonstrate inappropriate
behavior which is apparent. The game is getting “chippy”. Our responsibility is to stop this behavior
& regain control of the game. We have seen the “looks” of a player staring at an opponent as he
walks off the field or back to the huddle. Similar with the slight push after the whistle or talking to
an opponent after a play. Gain control early & then let the game play itself.
The intermediate Penalty: A UNS (noncontact) or personal foul (contact) penalty with a direct
consequence. Penalize when necessary 8: communicate with the coach and/or player regarding why
the foul was called. Communicate with your crew regarding team, player’s # or coach.
The Ejection: The last course of action available is necessary when that individual's behavior has
gone well beyond the limits of acceptable conduct and is compromising the game. Two UNS fouls
called on a specific player or specific nonplayer {coach, trainer, other attendant, substitute or
replaced player} is DQ from the game. Remember, UNS fouls are NON CONTACT FOULS only!!!
summary: Officials take responsibility for the game when they sign their contract & step on the
field. It is imperative that we see, hear, & feel those signs or indicators when a game moves beyond
being the standard sportsmanlike contest that is played fairly by both teams. The above mentioned
Game Control Tools do not have to be followed in the order indicated. If necessary, you can move
down the list immediately & penalize. Game Management is an important requisite of becoming an
excellent official. These Tools, their use & application in game situations, carry equal weight with
rules knowledge, rules application, judgment, & mechanics.
Note: The author would like to thank David Gaskins, ECU, for his tremendous help with this section.
- WOW!! Just How BIG is Ohio HSFB
78,000 Student Athletes Play OHSAA FB in Ohio
1.3 Million Fans Watch HS FB Every Friday Night
721 High Schools Play FB in Ohio
700 Junior High Teams Play FB in Ohio
54.2M OHSAA State FB Tournaments Yearly Income
3,438 Licensed OHSAA FB Officials
175 OHSAA FB Observers
Just How BIG is HS FB in the USA
1,123,852 Student Athletes Play FB in the USA
FB is the # 1 Participatory HS Sport in the USA
1,828 Girls Play HS FB
School Year for Data: 2013
OFFICIATING: Teaching, Mentoring &
Achieves More!)
Team Work (Together Everyone
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