2015 Scorekeeper Training - League Athletics

Report 0 Downloads 138 Views
2014  Scorekeepers  Training

AGENDA • • • • • • •

Introductions  -­‐  Why  are  We  Here?   Timer/Scorekeeper  Responsibilities   Scoring  Terminology  &  Examples   Sample  Completed  Scoresheet  and  Tabs   Team  Stats  Coordination   Game  Clips   SWR  Practice  Opportunities

2

WOMEN’S  LACROSSE
 TIMER/SCORING   DIRECTIONS

3

PRE-­‐GAME  ACTIVITIES  /  PREP • • • • •

Home  team  is  responsible  for  scorers  table,  official  time  clock(s),  and  official  score   sheet  (head  official  must  sign  at  end  of  game).   Table  should  be  4  meters  from  field  boundary.  Timer  should  be  VISIBLE.   Introduce  yourself  to  officials  before  the  game.  Ask  if  there  is  anything  in  particular   you  should  pay  attention  to  during  the  game.   Provide  your  team  roster  (reflecting  active  players  for  that  game)  to  the  visiting   team  and  a  list  for  the  officials  10  minutes  prior  to  start  time.   Table  personnel  should  remain  neutral  and  not  cheer  for  any  team  or  players  on  the   field.  Refrain  from  commenting  on  the  opposing  team,  sideline  personnel  or   coaches.

4

GAME  TIME Standard  Game • •

• • •

• •

“Running  Clock”

 

Usually  for  Double-­‐Header  JV  Games  or  Tournaments

Consists  of  two  25-­‐minute  halves.   Game  is  “Running  Time”,  do  not  stop  the   timer  during  normal  stoppages  of  game   play.   Stop  timer  when  whistle  blows  to  signal  a   goal.   Stop  timer  when  whistle  blows  to  signal   an  injury.   Stop  timer  when  whistle  blows  and  the   official  signals  a  time  out  (crossed  arms   over  the  head).   Stop  the  clock  on  every  whistle  for  last  2   minutes  of  each  half.   Start  timer  when  whistle  blows  to  start   play.

• • •

 

Consists  of  two  25-­‐minute  halves. Running  Clock  –  does  not  stop  after   goals. Stop  the  clock  for  every  whistle  during   the  last  two  minutes  of  each  half  and   for  time  outs. Verify  Running  Clock  with  the  officials   and  coaches  prior  to  the  game   starting,  as  it  might  vary  based  on   agreement  or  tournament  conditions. When  goal  differential  is  (10)  or  more   clock  will  be  “Running  Clock”  until   differential  is  below  (10).  

 

 



 



5

GAME  TIMES End  of  period   • •

Come  onto  the  field  by  the  sideline  for  the  last  30  seconds  of  play  in  the  half/game   by  the  closest  trailing  official.   Both  Halves:  Notify  nearest  official  verbally  when  there  are  30  seconds  left,  then   count  down  loudly  from  10,  sounding  horn  at  zero  (3-­‐2-­‐1-­‐0  with  horn  on  0)  

Halftime   • •

Ten  minutes  or  less  as  agreed  upon  by  the  captains  prior  to  the  start  of  the  game.   Notify  officials  verbally  when  there  is  30  seconds  left.

6

SIGNALING  OF  PENALTIES • • •

Official  signals  the  team  that  fouled  &  says  and  signals  the  foul.   Green  Card  –  indicates  a  minor  foul;  may  result  in  a  change  of  possession  and  a  turnover   Yellow  Card   – – –



 

 

 

Red  Card  -­‐  indicates  an  ejection.     – – –



Player  must  leave  the  field  and  enter  the  penalty  area  for  two  minutes  and  the  team  plays  down  one  player  for   two  minutes,  not  including  time  out  or  stopped  clock  circumstances. If  the  carded  player  or  any  player  replacing  her  enters  the  game  before  the  penalty  is  over,  it  will  be  considered   misconduct. Player  receiving  2  Yellows  (suspension)  sits  out  the  remainder  of  the  current  game. Player  must  leave  the  game.  Team  plays  down  one  player  for  two  minutes,  not  including  time  out  or  stopped   clock  circumstances. Player  receiving  a  Red  sits  out  the  remainder  of  the  current  game  and  their  next  game.   An  ejected  player  must  serve  her  next-­‐game  suspension  in  her  team’s  bench  area  for  the  entire  game  including   on-­‐field  pre-­‐game,  game  or  postgame  activities.  The  ejected  player  may  not  be  dressed  in  her  game  uniform.

 

 

 

Team  Cards   – – –

 

Any  card  given  to  a  head  coach  will  count  toward  the  team’s  cumulative  total. Scorekeeper  notifies  the  umpire  if  a  team  receives  their  fourth  card. Once  a  team  receives  their  4th  card  (yellow  or  red)  of  the  game,  the  team  will  play  shorthanded  for  the   remainder  of  the  game,  including  overtime,  and  an  additional  player  will  be  removed  from  the  game  and  enter   the  penalty  area  for  each  subsequent  card  received.

 

7

TIMING  OF  PENALTIES • •

• • • • • •

When  a  Red  or  Yellow  penalty  is  signaled,  record  the  player  #,  the  time  of  the  foul,  the  time  the   eligible  player  may  return,  card  type  and  the  half  in  which  the  foul  occurred.   A  player  receiving  a  Yellow  may  not  re-­‐enter  the  field  until  all  2  minutes  of  penalty  time  has  been   served  on  the  bench.  There  is  no  substitution  allowed  for  the  two  minutes  when  a  player  receives  a   card.     Penalty  time  starts  when  the  whistle  blows  to  restart  play,  penalty  time  also  stops  during  normal   stoppages  of  play  as  well.   If  a  player  received  2  Yellow  Cards,  they  are  no  longer  permitted  to  participate  for  the  remainder  of   the  game,  and  they  are  also  not  allowed  to  play  in  the  team’s  next  game.   If  a  player  receives  a  Red  Card,  they  are  no  longer  permitted  to  participate  for  the  remainder  of  the   game,  and  they  are  also  not  allowed  to  play  in  the  team’s  next  2  games.     Unexpired  penalty  time  at  the  end  of  a  half  carries  over  into  the  next  half  as  well  as  into  overtime  if   there  is  overtime.   Timer  must  notify  the  umpire  when  a  team  receives  its  3rd  card.     Official’s  Request…to  aide  in  remembering  a  team  is  playing  down  one  or  more  players  after  a   penalty  card,  place  a  cone  on  the  scorer’s  table.  Remove  the  cone  when  all  players  are  eligible  to  re-­‐ enter  the  game.

8

TIME  OUTS Time  Outs  

Each  team  gets  two,  two-­‐minute  time  outs  per  game,  including  overtime.   Timeout  may  be  requested  by  a  coach  or  any  player  on  the  field  after  a  goal   is  scored  or  during  a  dead  ball  situation  by  the  team  in  possession.  If  a  dead   ball  possession  time  out  is  called,  the  players  must  leave  their  crosses  in   place  and  return  to  that  same  place  at  the  restart  of  play.  No  substitutions   are  allowed  during  this  stoppage  of  play.     • Signal  the  horn  when  there  is  15  seconds  left  in  the  time-­‐out.   • A  minor  foul  will  be  called  if  a  team  is  not  ready  to  start  after  2  minutes.     • •

Horn   • •

Sound  the  horn  at  the  end  of  each  half.   Never  sound  horn  when  ball  is  in  play  except  at  the  end  of  a  half/game.

9

MERCY  RULE •

Regardless  of  the  half,  if  one  team  leads  by  10  or  more  goals,    play  will  move  to  a   “running  clock”    during  which  time  the  clock  will  continue  to  run  after  goals  and   within  the  clock  does  NOT  stop  except  for  team  timeouts,  official  timeouts,  injuries,   and  during  whistles  in  the  last  two  minutes  of  each  half.  



Penalties  during  this  time  are  running  time,  but  don’t  start  until  whistle  restarts   play.   If  the  lead  shrinks  to  9  or  fewer  goals,  the  clock  reverts  to  standard  running  time



10

OVERTIME •

• • • •

Overtime  (OT)  consists  of    a  six-­‐minute  period  made  up  of  two,  stop  clock  (stop   clock  at  every  whistle)  halves  that  are  each  3  minutes  long.  Teams  switch  ends  of   field  at  the  end  of  the  first  three  minute  period,  and  no  breaks  or  substitutions  can   occur.   Count  down  final  10  seconds  and  sound  horn  at  zero.   Game  is  over  when  one  team  has  the  lead  at  the  end  of  the  six  minute  overtime   period.   If  score  is  still  tied  at  end  of  first  overtime,  a  5  minute  break  occurs  for  coaching,   teams  switch  ends  and  play  continues  with    a  stop-­‐clock-­‐three  minute  period.   Each  subsequent  OT  period  is  3  minutes  in  length  and  is  “sudden-­‐victory”;  the  first   team  scoring  wins  the  game.   Note:  The  first  six-­‐minute  period  is  one  overtime;  each  three-­‐minute  period   following  is  another  period  so  that  a  regulation  OT  game  is  listed  as  1OT.  The  first   sudden-­‐victory  period  is  2OT  (not  3OT),  etc.  

11

ABBREVIATED  SCORING   GUIDELINES   SCORING  TERMINOLOGY

12

GOAL A  goal  is  scored  by  the  whole  ball  passing  completely  over  the  goal  line,  between  the   posts,  and  under  the  cross-­‐bar  from  in  front,  by  a  legal  crosse  of  an  attacking  player,  or   the  crosse  or  person  of  a  defending  player.   WAIT  FOR  THE  OFFICIAL  TO  SIGNAL  THE  GOAL  before  recording  it

13

SHOTS Any  attempt/intent  made  by  a  player  to  score  a  goal.  It  is  recorded  when  a  player’s   actions  could  result  in  a  score,  regardless  of  where  she  is  on  the  field,  the  speed  of  the   shot,  or  placement  of  other  players  on  either  team.   A  shot  result  will  have  one  of  the  following  outcomes:   • A  Goal   • A  Save   • A  Ground  Ball

14

Free  Position  Shot  on  Goal  (FPSOG) Used  to  record  situations  where  a  player  takes  a  shot  directly  after  being  awarded  a   free  position.  [basketball  -­‐  similar  to  free  throw]   Prior  to  a  FPSOG,  the  official  would  have  blown  the  whistle,  play  would   be  stopped,  and  the  official  will  arrange  the  players  for  the  shot.   A  player  granted  a  free  position  does  not  need  to  take  a  shot,  and  may   choose  to  pass  or  run  with  the  ball  (and  then  no  tic  is  placed  under   FPSOG).   If  a  shot  on  goal  is  immediately  taken,  the  player  earns  a  FPSOG,   regardless  of  the  shot  outcome.  If  that  shot  results  in  a  goal,  the  goal  is  recorded  in  the   goal  column  (circled). 15

ASSISTS Assists  are  awarded  when  there  is  a  conscious  effort  on  the  part  of  a  passer  to  find  an  open   player  for  a  shot  or  to  help  a  player  work  free  for  a  shot.  A  player  is  awarded  an  assist  when   she  makes,  in  the  opinion  of  the  statistician,  a  pass  contributing  directly  to  a  goal.   • There  is  no  specified  time  frame  nor  should  there  be  any  rigid  distance  factors  to  award   an  assist.  The  assist  and  shot  should  appear  to  be  part  of  the  same  play.   • An  assist  cannot  be  awarded  to  any  player  other  than  the  one  who  had  the  ball   immediately  before  the  player  awarded  the  goal  (maximum  of  one  assist  per  goal).   • May  be  any  play  where  a  player  passes  the  ball  to  another  player  who  is  able  to  run  and   score  (regardless  of  time  or  distance)  without  any  significant  defensive  pressure  from  the   opposing  team  (e.g.  the  pass  resulted  in  a  perfect  set-­‐up  to  run  to  the  goal  unopposed   and  score).  If  a  player  is  passed  the  ball,  and  then  encounters  defensive  pressure  to  be   overcome  from  the  other  team,  the  original  passing  player  is  not  awarded  the  assist.   • If  uncertain,  clarify  if  a  pass  was  an  assist  with  the  coach.  Keep  assist  tracking  in  sync   with  the  other  team  by  confirming  after  every  score.

16

DRAWS  TAKEN  /  DRAW  CONTROL Records  who  took  the  draw  for  the  team  (T).  It  also  records  who  ultimately  gained  clear   offensive  control  of  the  ball  following  the  draw  (W  for  win).   Winning  the  draw  control  may  either  be  the  person  taking  the  draw,  another  member  of   our  team,  or  a  player  on  the  other  team  (and  we  do  not  score  any  statistic  aside  from  who   took  the  draw).   • Draws  Taken  –  total  draws  taken  for  the  game  should  equal  total  number  of  goals   scored  by  both  teams,  plus  the  total  number  of  periods  played  (e.g.  6  goals  total  by   both  teams  means  8  taken  draws  during  a  standard,  non-­‐overtime  game)   •

Draws  Won  –  tics  awarded  to  any  of  our  players  that  gain  clear  offensive  possession  of   the  ball.  This  may  not  be  determined  for  a  minute  or  so  after  the  draw    



Ground  balls  or  CTOs  are  not  recorded  while  the  draw  control  is  being  determined.   Once  the  scrambling  is  settled,  one  team  has  clear  possession  and  advances  the  ball  in   their  favor,  and  the  player  that  drives  that  control  is  awarded  the  draw  win    



If  draw  control  has  not  yet  been  established,  and  a  foul  is  called,  the  draw  win  is   recorded  to  the  player  who  is  awarded  the  ball 17

GROUND  BALLS A  ground  ball  should  be  recorded  when  a  ball  changes  possession  during  live-­‐ball  play   (ball  remains  in-­‐bounds  and  in  play).  It  is  to  designate  when  a  player  gains  and  controls   possession  of  the  ball  from  the  opposing  team.   •

A  ground  ball  is  not  recorded  if  a  player  has  possession,  drops  it,  and  recovers  her   own  mistake  (or  the  mistake  of  a  team-­‐mate’s  pass,  etc.).  There  has  not  been  a   change  of  possession.  



A  ground  ball  should  be  credited  to  a  player  who  gains  possession  of  the  ball  by   preventing  it  from  going  out  of  bounds,  even  if  the  play  was  uncontested.    



Ground  balls  are  awarded  to  the  retrieving  player  following  a  shot  at  goal  (rebound)   if  the  ball  remains  in-­‐bound.    



A  ground  ball  is  not  awarded  after  a  shot  or  pass  if  the  ball  goes  out  of  bounds.  The   ball  is  dead  before  the  possession  is  gained

18

CAUSED  TURNOVER  (CTO) A  Caused  Turnover  occurs  by  a  player  Checking,  Blocking  or  Intercepting  the  Ball  from  the  other   team  (a  ‘steal’).  This  statistic  tracks  a  player’s  ability  to  disrupt  the  opposition’s  possession  of  the   ball,  resulting  in  our  team  gaining  possession.  The  same  player  or  a  teammate  would  also  be   credited  with  a  ground  ball.   • CHECK    (Stick  check)  –  player  uses  a  stick  check  to  gain  possession  for  our  team.  Tic  under  C   on  score  sheet.   •

BLOCK  –  player  disrupts  the  other  team’s  pass  and  the  ball  is  deflected  to  the  ground,  and   our  team  gains  possession  (likely  through  awarding  of  a  ground  ball  to  the  player  picking  it   up.  Tic  under  B  on  score  sheet.  



INTERCEPTION  –  our  player  cleanly  intercepts  the  other  team’s  pass  in  the  air,  and  gains   possession/control  of  the  ball.  Tic  under  I  on  score  sheet.  



DRAWN  CHARGE  -­‐  A  defensive  player,  by  maintaining  good  body  position  and  controlling  her   ground,  may  draw  a  charge  call.  Though  the  official  will  whistle  the  play  dead,  the  defensive   player  who  drew  the  charge  will  be  awarded  the  ball  and  will  be  credited  with  a  CT.    

At  a  minimum,  if  a  player  takes  possession  away  from  the  other  team,  as  in  any  of  the  above  examples,   give  them  credit  for  a  CTO.

19

TURNOVERS Recorded  when  our  player/team  had  possession  and  lost  it  to  the  other  team.   Possession  may  be  lost  due  to:   • Fouls,  if  the  other  team  is  awarded  the  ball  (also  would  record  a  foul  by  the  player)   • Checks  -­‐  a  player  checks  the  ball  out  of  the  crosse  of  our  player   • Blocks  -­‐  a  player  blocks  the  ball  as  it  is  being  passed  or  during  a  shot  by  our  player   • Interceptions  -­‐  opposing  team  grabs  the  ball  in  the  air  after  a  pass  by  our  player   • Errant  Pass  –  opposing  team  picks  up  a  ground  ball  after  an  errant  pass  by  our  player    

20

FOULS Records  players  or  Head  Coach  that  are  assessed  a  foul  by  the  referee.   •

Some  fouls  are  minor  fouls,  and  the  player  causing  the  foul  is  placed  four  meters   behind  the  player  that  was  fouled.  



Fouls  may  or  may  not  result  in  a  turnover...it  depends  on  who  had  possession  at  the   time  of  the  foul.    



Some  major  fouls  result  in  the  issuance  of  Red  or  Yellow  Cards  (designated  by  letter   Y  or  R  in  the  foul  column).  All  other  fouls  are  represented  by  tics.  



Red  or  Yellow  Cards  issues  to  any  coach  or  the  bench  will  be  assessed  to  the  Head   Coach.

21

GOALIE  STATS Record  the  goalie’s  name  and  their  playing  time,  as  well  as  the  following:   • Shots  Against  (Shots  Ag)  –  total  shots  that  were  directed  towards  the  goal  with  the   intent  to  score,  regardless  of  quality  of  that  shot   • Wide  /  Errant  –  records  shots  at  our  goalie  that  go  wide,  over  and  generally  would   have  missed  the  goal  with  or  without  any  action  by  the  goalie.  This  may  also  be  shots   that  hit  the  goal  posts/pipes   • Saves  –  Records  each  time  the  goalie  stops  a  ball  from  going  in  her  goal  that  if  she   had  not  acted,  would  have  resulted  in  a  goal  for  the  opposing  team   • Goals  Ag  –  records  the  number  of  goals  allowed  by  the  goalie.  This  is  tracked  by   player  in  addition  to  total  goals  against  our  team.  If  two  goalies  play,  the  sum  of  their   goals  against  should  equal  total  goals  at  the  end  of  the  game  for  the  opposing  team   Note:   • •

The  total  number  of  Wide  shots  +  Saves  +  Goals  Against  should  equal  total  Shots  Against.   Goalies  are  also  able  to  earn  credit  for  ground  balls  (if  a  ball  rolls  into  her  sphere  of  coverage   and  she  picks  it  up)  and  interceptions  (she  catches  a  ball  coming  from  the  back  of  the  goal  line   that  would  not  have  gone  in  the  goal  from  that  direction). 22

ADDITIONAL  TEAM  STATS •

Good  Clears:  Any  time  our  team  moves  the  ball  from  our  defensive  1/3  of  our  field   (before  the  restraining  line)  to  our  offensive  end  of  the  field  (past  the  midfield  line).   This  stat  records  our  ability  to  successfully  transition  from  a  defensive  to  offensive   position  on  the  field.  



Broken  Clears:  Any  time  our  team  begins  to  move  from  our  defensive  1/3  of  the   field  (before  the  restraining  line)  but  has  a  turnover  /  foul  before  we  reach  midfield,   and  it  results  in  the  other  team  gaining  possession.  



Offsides  (Offense):  If  a  referee  calls  a  foul  on  the  team  for  having  more  than  7   offensive  players  on  or  over  the  restraining  line  in  their  offensive  end  



Offsides  (Defense):  If  a  referee  calls  a  foul  on  the  team  for  having  more  than  8   defensive  players  on  or  over  the  restraining  line  in  their  defensive  end    



Free  Position  Attempts:  Number  of  times  the  team  was  awarded  a  free  position   attempt  regardless  of  the  outcome  (direct  or  indirect)

23

24

25

Tab  3  –Roster  for  Refs/Other  Team

26

Tab  4  –Scorekeeper’s  Balancing  Hints

27

28

29

TEAM  STATS  COORDINATOR
 (recommendation)

• Single Coordinator For Each Team • Schedules scorekeepers/times for games, as needed • Responsible for Prepping Scorekeepers Books -printing scoresheets, pencil bag, materials • Double-checks balancing prior to stats entry - clarifies any issues with coach • Updates AGLA website with team stats following each game (within 48 hours)

30

OTHER   R ESOURCES www.azgla.com  Scorekeeper’s  Corner

31

www.azgla.com  Scorekeeper’s  Corner

32