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
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WOMEN’S LACROSSE
TIMER/SCORING DIRECTIONS
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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.
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GAME TIME Standard Game • •
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“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.
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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).
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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.
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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 – – –
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Red Card -‐ indicates an ejection. – – –
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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.
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TIMING OF PENALTIES • •
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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.
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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.
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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.
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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
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OVERTIME •
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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.
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ABBREVIATED SCORING GUIDELINES SCORING TERMINOLOGY
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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
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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
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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.
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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
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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
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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.
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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.
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Ground balls are awarded to the retrieving player following a shot at goal (rebound) if the ball remains in-‐bound.
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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
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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.
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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.
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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.
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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
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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.
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Fouls may or may not result in a turnover...it depends on who had possession at the time of the foul.
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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.
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Red or Yellow Cards issues to any coach or the bench will be assessed to the Head Coach.
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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.
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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.
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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
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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
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Free Position Attempts: Number of times the team was awarded a free position attempt regardless of the outcome (direct or indirect)
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Tab 3 –Roster for Refs/Other Team
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Tab 4 –Scorekeeper’s Balancing Hints
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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)
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OTHER R ESOURCES www.azgla.com Scorekeeper’s Corner
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www.azgla.com Scorekeeper’s Corner
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