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Coaches' meeting consists of handshakes and a rhetorical 'how you doing'.
First college game and you're the 'R'?
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A-hole formerly known as BNR |
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![]() Quote:
![]() Last edited by rlarry; Mon Nov 17, 2008 at 03:43pm. Reason: I'm an idiot |
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You Catch On Quickly Grasshopper ...
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"For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life." (John 3:16) “I was in prison and you came to visit me.” (Matthew 25:36) |
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EOfficials.com
if you are talking about confences with captains there isn't a whole lot to talk about
Captains which one of you is the speaking captain? Any questions? If we have any issues we will come to you for help - Have fun! Coach Hi I'm _(insert name)__ Good luck. there is a recomended Pre-game for officials you can download on E Officials I also recomend someone do the research on the teams and present that information, records - records vs common opponents, style of play, Coaches, any problem children, thugs, etc. no surprises on the floor.
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New and improved: if it's new it's not improved; if it's improved it's not new. |
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CCA Pregame conference
This is the pre-game conference from the CCA manual
for officials CCAWomen’s Basketball Officiating Manual 2008-09 1532008-09 NCAA Women’s Basketball OFFICIALS’ PREGAME CONFERENCE Prepared by Mary Struckhoff, National Coordinator of Women’s Basketball Officiating 1. Review 2008-09 Rules/Mechanics Changes: A. Courtside Monitor — Must use if a fight occurs. B. Uniforms/Equipment — a) a back panel shall not exceed below 3” from shoulder seem; b) patches shall not exceed 2 1/4 square inches; c) patches may be located in the side insert, center/apex of neckline on front or back of jersey; d) hair-control devices are any item that goes around entire head subject to restrictions of size, color, logos, must be dominant color of game jersey, white, black or beige, all team members the same, no barrettes, bobbypins or beads. C. Throw-in Ends — When a passed ball is legally touched inbounds or when a player who is on the playing court touches and causes the ball to go out-of-bounds. D. Delay of Game — Warning given if opponent breaks plane on throw-in. Subsequent offender given a player technical foul. E. Rule 10 — Fouls and penalties completely reorganized. All technical fouls count toward some category. The only direct or indirect technical fouls are those assessed to the head coach. F. Legal Guarding Position: It is no longer considered illegal defense to be under the cylinder/backboard when a dribbler becomes an airborne shooter. G. Mechanics — a) may use one-minute remaining signal at end of either half; b) hit to head, knee, hook/wrap, kick/trip foul signals added; c) ball may be put on floor if administering official is vacating spot, otherwise hold. 2. 2008-09 Rules Changes: A. Court and Equipment 1. Restraining Line — Solid line to indicate area where non-playing personnel are prohibited. 2. Movable rings — Required in 2009-10. B. Logos — NCAA, team or conference logos permitted on playing court provided no lines are obscured. C. Duties of timer Warning horn sounded 15 seconds prior to expiration of time limit for disqualification and injury, blood, lost/displaced/irritated contact period. All warning horns now consistent — 15 seconds remaining in time frame. D. Uniforms 1. Jerseys – Must be contrasting – home in LIGHT and visitors in DARK. May be altered by mutual agreement. 2. Sleeves – Arm, knee and lower-leg sleeves permitted for medical reason(s). May be verified by coach or team medical personnel (trainer). 3. Logo – Not permitted on undershirt. T-shirt removed from list of items permitting a logo. E. Goaltending — To be called when entire ball is above ring level on a try and ball has contacted the backboard and then touched by a player. F. Timeouts — Media timeout format may be used for all NCAA tournament games without presence of paid advertising. Paid advertising must be present to use media timeout format during regular-season. G. Flagrant Technical Foul Penalty — Play is resumed with a throw-in to offended team at the point of interruption. 3. 2008-09 Points of Emphasis: A. Contact on/by the Ball Handler/Dribbler 1. We must strive for consistency in making this call from game to game and conference to conference. 2. Defense permitted one “hot-stove” touch. No arm-bars, no continual/continuous contact. No holding, reroutes or impedes with the body. 3. Offense may not extend the arm to create space, back down or charge into legal defense. 4. CALL THESE FOULS! B. Traveling 1. Find the pivot foot. 2. Replants by perimeter players. 3. Post moves – spin move; step-thru move; repositioning after rebound. C. Sportsmanship – Player Behavior 1. Rules must be enforced and infractions penalized. 2. Heighten awareness during dead-ball and off-ball situations. 3. Be aware of player behaviors – step in, don’t ignore. 4. 2008-09 Mechanics Changes & POEs: A. Mechanics Changes 1. Arm-bar foul signal added. 2. End-of-timeout procedure. 3. Delay-of-game warning procedure. B. Mechanics Points of Emphasis 1. Heightened awareness. 2. Trail positioning. 3. Signaling and communication. 5. NCAA Officiating Philosophy: A. Allow freedom of movement: The ball handler/dribbler, cutter or shooter must be permitted to move without being illegally impeded, re-routed or displaced. Speed, quickness, balance and rhythm must be maintained - all displacement is a FOUL! B. Call obvious fouls and rough play: Illegal contact that is obvious MUST be called regardless of score, time remaining or foul count; OBVIOUS TRUMPS EVERYTHING! Play can be physical/aggressive, but not rough. C. Incidental contact is not a foul: Know, understand and apply incidental contact principles. D. Call plays; manage situations: React to what the players give you by making the appropriate call/no-call. Manage dead-ball situations. Cannot manage call selection without manipulating the contest. 6. Tempo/Tone: A. From the opening tip - quality calls. B. Officials dictate tempo/tone, not players. C. All NCAA rules, guidelines and mechanics must be followed — promotes consistency. 7. Game Management: A. Review all dead-ball management situations. B. Stay with the play after you have called a foul or a violation. Heighten awareness regarding player behavior. C. Step in between players and/or address volatile players; issue warnings if necessary. D. Do not look away — slow down. E. Know team and personal fouls, score and time. F. No subs until DQ’d player replaced. 8. Clock Management: A. Game clock – starting (C and furthest official on inbound) and stopping. B. Shot-clock awareness. 9. Basic Rotation/Floor Coverage (“Go where you need to go to see the play”): A. On-/off-ball coverage/areas of intersection. B. Referee your new area of responsibility immediately. C. Exception: If the C has started the five-second closely guarded count and the L has rotated to the C side, the L needs to continue to referee in the lane until the C stops the five-second count. Be patient in starting the fivesecond count. D. Lead may use accelerated pace in rotation — doesn’t have to finish. E. All officials in frontcourt before lead rotates. F. Lock down near 5 seconds remaining on shot clock. 10. Lead Position: A. In transition — wide-angle (2-3 steps inside arc) or closedown (1 step outside lane) position. B. Gravitate to close-down position for best looks; facilitate rotations. C. “Pinch the paint” — may step into paint-area extended one or two steps on drives from C’s side or down middle; primary coverage for C; secondary coverage for L. D. Relax in the L and stay in your primary — don’t reach, unless OBVIOUS. E. Keep the post LEGAL. 11. Center Position: A. Drive to basket, referee play all the way to the basket. B. Includes primary, secondary and all defenders. C. Step on court to get angles; don’t get too low (close to endline). 12. Trail Position: A. Look into the lane when L picks up ball at the free-throw line extended and below. B. Referee where L cannot. Stay wide. If necessary, step onto the court to get an open angle to the play — then go back. C. Don’t get too far into court; stay out of passing lanes; movement is only a few steps. D. FT — At 28’-mark unless players in backcourt. 13. Double Whistles: A. Don’t assume your partner’s call. Confirm/Affirm. B. Double whistles belong to primary. Release. C. Exceptions: too many in row, redemption, conference rookie-veteran. 14. Communication: A. Match-up problems (or any other concerns). B. Help calls: out of bounds, 2- vs. 3-point shot, tipped ball, count/cancel score. C. Signals: deflections, media. D. Shooters. E. Double whistles with different calls. F. Warnings to coaches. G. Partner distracted – ask questions/offer information. H. Timeouts: get together, especially late in the game - period-ending situations. I. Last-second shot. 15. Challenging Calls/Situations: A. Jump ball – No surprises. B. Illegal screens — Where are they set. C. Traveling — Strive for 100% accuracy. D. Out-of-bounds. E. Tripping. F. Player hit in the face. G. Curl play — C and T primarily responsible. H. Secondary defenders. 16. Atypical situations: A. Double personal/technical fouls; intentional; flagrant; fights. B. Consider intentional fouls on fast-break situations. C. Always know the status of the ball. 17. Key Points: A. Referee the defense — read the offense. B. Trouble spots: areas of intersection, off-ball, dead balls. C. Referee strong when ball goes away from you. D. Patient whistle: blocked shots, rebound situations, calls out of your primary. E. Concentrate and focus throughout the entire game. F. Call the obvious; get the play right; don’t guess – HIGH DEGREE OF CERTAINTY! 18. Crew Discussion: A. Rules questions/clarifications. B. Previous game situations. C. Game intelligence. 19. Conference with Bench Officials: A. General: Equipment; special court considerations; media present; monitor present; new rules. B. Scorer: Good eye contact; substitution for disqualified/injured player; give DQ info immediately; confirmation that game is over and there are no problems; info to locker room if T’s assessed. C. Timer: Timeouts, 20-second interval for *bleeding/contact & DQ; last minute of game. D. 30-second: *14 or less - set to 15; slow vs. fast; touch vs. possession; no reset on double foul; crew assistance.
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New and improved: if it's new it's not improved; if it's improved it's not new. |
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