ALOA Training Session 4
Username: guest@sewickley.org
Password: Winter25
Agenda
-Pregame/coin toss
-Counts
-Clock, Timeouts, Mercy Rule and Overtime
-Signal Review
-Equipment review
-Review
Pregame/Coin toss
Accept Game in Arbiter ASAP
Respond to Referee message ASAP
Prep Gear
Check
weather/traffic
Confirm you have ALL of your gear
Text when you get there
Pregame
Inspect field
Certify Coaches
F/O Talk
Anthem
Inspect Goals
Lineup
F/O
Right at Gametime
48 Hrs
Before
24 Hrs
Before
Day of
Game
1 Hr
Before
30 Min
Before
5 Min
Before
Game
Time
Pregame/Coin toss
Get there EARLY! You MUST be on the field 30 minutes before game time.
If you are going to late, let your Referee know ASAP.
You can conduct pregame over the phone.
Decide on uniform(day before). R has the final say.
Confirm level of game; review any new or modified rules.
Review mechanics.
Agree on “how” to call the game.
Discuss any issues, and Odd situations
Field Inspection
Cones are in the right spot
Lines are visible
Table is there with people
Soccer Nets are off Posts are covered
Nets don’t have holes
Coach you certify that your players are properly equipped?
Yes: Coach knows:
-What equipment is legal and illegal
-Players have required equipment
-Have been instructed to wear it properly
-Are to inform coach if it becomes illegal during play
-Coach has inspected his players equipment and uniforms.
No = game cannot start.
Coaches Interaction
Home Team Coach
-Issues with field?
-Confirm start time.
-Identify Game Site Administrator.
-National Anthem? If so when?
-Halftime? Senior Night?
Both Coaches
-Captains for coin toss; In-Home
-Any questions?
Table Certification
Introduce yourselves to table and make sure they are clear on their responsibilities. They are members of the officiating crew!
Timekeeper
-Length of periods
-Stop or running time
-Review signals
-Is horn at table?
Scorekeeper
-Is there a book
- Record time and player # who scores
-Record time of, length of penalty, and player #
If they are unclear as to what's happening be sure to ask questions!
Coin Toss
Referee starts to walk towards Center X and Umpire follows.
Home Team faces in TOWARDS benches.
Visiting Team faces AWAY from benches.
Coin Toss
Referee starts to walk towards Center X and Umpire follows.
Home Team faces in TOWARDS benches.
Visiting Team faces AWAY from benches.
Scorecard
ND Kevin
MD John
50
45
45
50
A CLOCK
BRIAN
DOUG
3
5
TO 11:31
TO 5:06
Check Goals
Lineup
LEFT Shoulder to the goal they are defending
3 Attack
3 Midfielders
3 Defense
1 Goalie
Both In-Homes
How to Help them
Counts
All Counts are SILENT
4 second count: Visual Hand Count
20 second count: Timer ONLY
10 second count: Visual Hand Count
20 Second Count
Upon gaining possession in its defensive zone, a team has 20 seconds to advance ball beyond center line.
SILENT count.
Must use 20-second timer.
Count ends when:
-Ball in possession or loose ball crosses midline.
-Opposing team gains possession (starts new count)
-Whistle or play-on resets count.
-FDSW does NOT reset.
4 and 20 Second Count
-Four count is silent and visual.
-Drop arm to end four-count.
-Goalie makes a save or intercepts a pass, BOTH counts begin simultaneously!
-Goalie gains possession in crease after a 20-second count has started, new 4 second count begins.
-Twirl, Flip, and Chop
1
2 3 4
10 Second Count
Team must bring ball into box within 10 seconds after:
-crossing midline with possession.
-Initially gaining or regaining possession in offensive end.
Lead has initial Ten Count in 2 man Single does in 3 man
Silent Count
Count does not start until possession!
Gaining The Box
Over & Back rule is now in effect.
Communication is key!
-Lead can't always see that team
gained the box.
-Coaches and players might think count is still on!
You can verbalize "He's in!" to make sure your partner knows.
BOTH Officials EVERY Time
(55-75/Varsity 45-60/Youth)
Failure to advance
If a team fails to meet the conditions for ending a 4, 10, or 20 count:
-Immediate whistle
-Award ball to opposing team.
Communication is KEY
Resetting Counts
-After a time serving foul has been assessed, a team will begin with a new 10 or 20 count if they have not already gained the box or cleared the midline.
-A loose ball foul (i.e. a play on) resets the 10 and 20 counts.
-A Timeout resets a 10 or 20 count depending on where the ball will restart.
-End of the Period resets count if a team will retain possession to begin the next one and has not gained the box or cleared the midline.
-The four count does not reset.
Over and Back
Ball cannot cross the midfield once the attack box has been gained.
Ball MUST cross or touch the line.
EXCEPTIONS:
-Last touched by defensive team
-Shot
Trail officials MUST get to midline to officiate play.
Stalling
Team A is not attacking the goal or risking the ball.
Offense has 10 seconds to get ball into box. "Get it in!"
Once its in it must stay in! "Keep it in!"
EXCEPTIONS: shot or last touched by defense.
Judgment Call
-Is the offense attempting to attack?
-Has the offense changed their approach?
Last Two Minutes of Game:
-Automatic if a team is up by 4 or fewer goals.
Stalling Mechanics
Judgement Call
-Don't penalize good defense.
-Defense must attempt to play ball if in attack box.
When & Where to Put On
-Try not to catch a team at the line when putting a stall warning on.
-Behind crease at X is a good spot.
-Treat ball leaving box as a play on; will defense recover?
-Trail has this ten-count (closer to box).
Communication is key
-Echo & Mimic
-Verbalize "Get it in!" and "Keep it in!"
Ending a Stall warning
Turnover if:
-Offense in possession steps on or out of the box.
-Loose ball leaves the box not the result of a valid shot or deflected by the defense.
End Stall Warning if:
Must be a valid shot (i.e. above GLE)
Ball hits keeper, keeper's crosse, or pipe.
Goal is scored.
Period ends resulting in faceoff.
Defense gains possession.
Clock, Timeouts, Mercy Rule and Overtime
The Clock
Varsity: four 12-minute periods
Junior Varsity: four 10-minutes periods
Youth: various lengths, stop and running
Intervals
-Two-minutes between periods.
-Teams switch goals after periods.
Halftime
-10-minutes.
-May be extended for special occasions.
Stopping the clock
-Ball or player in possession goes out of bounds.
-Kill a Play on. Rule 7.10
-Foul by the offense. Rule 2.8.2c
-Goal is scored. Rule 2.8.2c
-Request for Time Out is granted by officials. Rule 4.25
-Injury or loss of required equipment in scrimmage area. Rule 4.24-5
-Goalie loses required equipment in crease. Rule 2.8.2c
-Official blows his whistle for whatever reason. Rule 2.6.3, 4.24, 7.13.3
Team Timeouts
-Two (2) per half.
-Two minutes with a 20-second warning.
-If the team that called TO is ready early, opponents are given 20-second warning.
-Coaches should remain in the coaches' area.
Dead Ball: player on the field or a head coach.
Live Ball: player on field or head coach with ball in player possession.
Be aware of Situations!
Timeout Situations
-Player in trouble!
-Potential Failure to Advance.
-Momentum swing
-End of period.
-Last Two Minutes of Game.
-1st Possession in Overtime.
-Odd Request for Time Out.
Time out Mechanics
NEVER take your eyes off mixed colors!
Once teams are in their huddles:
-Start 100-second timer.
-Meet with your partner.
-Mark your scorecard.
-When 100 is up or Team that called TO is ready, start 20-second timer.
-Signal Timer On! No need to yell.
-Let both benches know how many TO’s they have remaining.
Officials Timeout
An official may suspend play for ANY reason.
-Harsh weather conditions.
-Loss of player equipment (especially goalie).
-Injured player (immediately if in scrimmage area).
-Excessive blood, open wound or blood on uniform.
Injury
Stop play when appropriate:
-Non-scoring opportunity.
-Player in possession.
Teams may go to sideline and substitute.
-Coaches may ONLY attend to player.
-Call trainer or 911 if serious!
-Do NOT rush player off field.
Player may return at next dead ball following resumption of play.
Report any major injuries to assignor ASAP.
Mercy Rule
-12 goals differential in Second Half.
-Running clock stops for Time Outs only.
-Once Running Time starts you DON'T go back.
-Youth: many leagues will give the ball to the losing team in lieu of a faceoff.
— Often the losing coach's choice.
Running Time penalties
Begin with next whistle resuming play.
Running time; they DO NOT STOP.
They are NOT time and a half.
Running Clock: often time and a half.
Overtime
-Two-minute intermission.
-Coin flip to choose Goal.
-AP remains the same.
-Four-minute period.
-One Time Out per team per OT period. No carry over.
-Next goal wins.
-Switch goals after each overtime period.
-Repeat until winner.
Interruption of Play
-Periods can be reduced due to unusual circumstances if BOTH coaches and referee agree.
-Continued from point of interruption.
-Must confirm and write down all the details.
Signals/Test
Respect the game
Partner Communication
What to Bring
On the field
-2 Whistle
-2 score cards
-2 Pencils (extra eraser)
-2 Yellow flags
-6 Foot tape
-20 Second timer
-Digital watch
-Coin
-Gamecards
In the car
-rulebook
-notebook
-extra shorts
-Extra pants
-Extra short/long sleeve
-rain jacket
-gloves
-socks
-Mud shoes
Re-overview
Odd Penalty Situations
Simultaneous Fouls
Free clear situations
-When there is a time-serving penalty in the defensive end of the field.
-On goalie interference or a crease violation with possession in the crease.
Multiple Penalties?
-Non-releasable ones serve first, one goal wipes all non-releasable penalties
Play on Time Serving
-When a play on is in effect and the offended team offends, both offenses are time serving
3 People in the Box?
-A team can’t have more than 3 players in the penalty box at once. Additional penalties "stack," with extra players waiting at the table until space is available. The seven field players must still follow the offside rule.
-A goal by Team A releases all releasable Team B penalties but not stacked ones. The next in line will start serving when play resumes.