Approved Football Officiating Mechanics

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Presentation transcript:

Approved Football Officiating Mechanics Goal Line, Pass, Reverse, Run, & Victory Mechanics 6/30/17

How to Use this Presentation 5 Man appears first, followed by 4 Man. To play the presentation, select “Slide Show” from the top of the screen, then click “From Beginning”. Words highlighted in red indicate changes this year. To get out of a slide to see the notes & motion, hit the “ESC” key. To resume, click “From Current Slide” from the top menu. For notes about each slide’s motion, print the “Notes Page.”

5 Man Mechanics

Goal Line Mechanics (GLM) POE: GLM: Defined as snap touching +10YL to GL. Wings IP: Important to be 2 YDS OOB at the Snap. Wings: Must Pivot at GL when Runner goes into EZ. There MUST be an official on the GL when the FB crosses the GL. “Let your mind digest what your eyes have seen” before signaling TD. Do NOT mirror TD. Signal TD ONLY if you see it.

GLM (R&R1): +10YL to +5YL

GLM (R&R2): +5YL to GL

GLM (R&R2): Wings Pinch – Field of Play

GLM(R&R2): Wings Pinch on GL

GLM (R&R2): Runner at Pylon <Click> HL aggressively slides down GL when runner moves to the opposite SL.

GLM (R&R2): EL & SL Corner Eye Contact

GLM: Wing Unsure; U Knows I’m sure it’s a TD

Reverse Mechanics (RM) POE RM: Defined as when the spot of the snap is inside the -10YL. R & Wings: MUST communicate by hand signals on every down – who has the GL. R: IP is always on EL. If it is R&R1 or 2 the R will NEVER call a safety. Let the Wings do it! We MUST have an official on the GL when the FB crosses the GL.

RM (R&R1): -2YL to GL – Wings to GL

RM (R&R1): -2YL to GL – Safety

RM (R&R2): -5YL to -2YL – Read QB & RB

RM (R&R3): -10YL to -5YL – Wings Pause

RM (R&R3): 10YL to -15YL – R’s IP is at Least 10 YDS Wide. Stay on GL.

*Pass Mechanics (PM) POE* PM: Defined as the spot of the snap between the - 10YL & +10YL. U: Move to LOS Only on R&R 3 – Deep Passes. U/HL/LJ/BJ: Move to a position a MINIMUM of 5 YDS from the Catch. R: YELL “Ball’s Away” Slowly. Hit on QB After R yells “Ball’s Away” is a Roughing the Passer foul. R/HL/LJ/BJ: When space permits STOP 5 YDS from pile of players to see dead ball action.

Pass Mechanics (PM) POE Wings: Important to read the play & know R&R1, R&R2, & R&R3. BJ IP: Stay at 20 YDS until FB is snapped between the + 15YL & +10YL. Then move 5 YDS into EZ. KNOW Keys: Check QB’s eyes – Where is he looking. Pass Play: Watch A tackle/guard – stand up. SL/EL Catch or No Catch: Watch Feet FIRST, then Catch.

Pass Mechanics (PM) POE Moment of Judgment: Use “Stop-N-Watch”. Crew: Keep head level & swivel once ball is dead. R: ONLY he throws a flag for Intentional Grounding. Others will communicate to him. BJ: Stay between hashes until the ball is dead. Is the “windshield wiper” – SL to SL. Wing: Must “open the door” to protect yourself when receiver moves between the numbers & SL.

PM: IP – BJ 5YDS Deep in EZ <click> R<click> 8 YDS wide from QB & 15 YDS behind LOS (always on wide side) <click> U <click> 7 YDS off LOS & between normal TE position (doesn’t have to be opposite the R) <click> Wings <click> 10 YDS from widest receiver, but never inside the tops of the numbers (if WR is less than 10 YDS from the SL, line up 2 YDS OOB) <click> BJ <click> 20 YDS from LOS, always between goal posts

PM: BJ IP – Prevent Defense

PM: Wings & BJ - Coverage

PM: Wings & BJ - Coverage

PM: Wings & BJ - Coverage

PM: Wings & BJ - Coverage

PM (R&R1): Pass In Flat – “Stay Home” Turn to see Catch/No Catch

PM (R&R2): Short Pass – 5YD Drop Stay 5 yds. from catch

PM (R&R3): Long Pass – Turn & Burn To be used on each team’s first KO, and if K’s kicker threatens GL. <click> BJ, U, HL & LJ put their hands up to indicate they’re ready <click> R blows ready-for-play

*PM: Ineligible Illegally Downfield*

PM (R&R2): Cross Field Mechanics

PM: R – Preventive Officiating Ball’s Away! Stay with QB Don’t be a Head Wagger!

PM: R & Wings – Backward Pass

PM: R & U – Passer Beyond LOS

PM: U – Trapped Pass

PM: Intentional Grounding There was no receiver in the area

Run Mechanics (RUM) POE Wing: When runner goes OOB, turn & look OOB. Watch players return to the field. Crew: Important to keep head level & swivel once ball is dead. Keys: Watch the A tackle & guard – fire out = run play. R/HL/LJ/BJ: When space permits STOP 5 YDS from the pile of players to better see dead ball action. BJ: Stay between the hashes during the run, then hustle to the SL as needed once the ball is dead. Point of Attack (POA): Where the action is & your concentration.

RUM: Run to SL: “Open Door”

Victory Mechanics (VCM) POE VCM Definition: Winning Team HC informs officials we are “going to take a knee”. Opponent is out of team time-outs or tells Wing that we will not use them. Winning Team is ahead by 9 or more points. Crew: If Winning Team HC is winning by 8 points or less, inform teams to Defend Themselves. Communication: Inform losing team HC. R: Inform QB that he MUST take a knee. Crew: All pinch in close. Inform both teams.

Victory Mechanics (VCM)

4 Man Mechanics

Goal Line Mechanics (GLM) POE GLM: Defined as snap touching +10YL to GL. Wings IP: Important to be 2 YDS OOB at the Snap. U: Your IP is on the EL for better coverage. Wings: Must Pivot at GL when Runner goes into EZ. There MUST be an official on the GL when the FB crosses the GL. Do NOT mirror TD. Signal TD ONLY if you see it.

GLM (R&R1): +10YL to +5YL

GLM (R&R2): +5YL to GL

GLM (R&R2): Wings Pinch – Field of Play

GLM (R&R2): Wings Pinch on GL

GLM (R&R2): Runner at Pylon

GLM (R&R2): EL & SL Corner Eye Contact

Reverse Mechanics (RM) POE RM: Defined as when the spot of the snap is inside the -10YL. R & Wings: MUST communicate by hand signals on every down – who has the GL. R: IP is always on EL. If it is R&R1 or 2 the R will NEVER call a safety. Let the Wings do it! We MUST have an official on the GL when the FB crosses the GL.

RM (R&R1): -2YL to GL – Wings to GL

RM (R&R1): -2YL to GL – Safety

RM (R&R2): -5YL to -2YL – Read QB & RB

RM (R&R3): -10YL to -5YL – Wings Pause

RM (R&R3): -10YL to -15YL – R IP 10 YDS Wide

Pass Mechanics (PM) POE PM: Defined as the spot of the snap between the - 10YL & +10YL. R: YELL Ball’s Away Slowly. Hit on QB After R yells it is a Roughing the Passer Foul. U/HL/LJ/BJ: Move to a position a MINIMUM of 5 YDS from the Catch. R/HL/LJ: When space permits STOP 5 YDS from pile of players to better see dead ball action. Wings: MUST read play & know R&R1/R&R2/R&R3

*Pass Mechanics (PM) POE* U: Move to LOS Only on R&R 3 – Deep Passes. SL/EL Catch & No Catch: Watch Feet FIRST, then Catch. R: ONLY he throws a flag for Intentional Grounding. Others will communicate to him. KNOW keys: Check QB’s eyes – Where looking? Moment of Judgment: Use “Stop-N-Watch. Keys: Watch Team A tackle & guard stand up = pass play.

PM: IP <click> R <click> 8 YDS wide from QB & 15 YDS behind LOS (always on wide side) <click> U <click> 7 YDS off LOS & between normal TE position (doesn’t have to be opposite the R) <click> Wings <click> 10 YDS from widest receiver, but never inside the tops of the numbers (if WR is less than 10 YDS from the SL, line up 2 YDS OOB)

PM – Wings - Coverage

PM (R&R1): Pass In Flat – “Stay Home” Turn to see Catch/No Catch

PM (R&R2): Short Pass – 5YD Drop Stay 5 yds. from catch

PM (R&R3): Long Pass – Turn & Burn To be used on each team’s first KO, and if K’s kicker threatens GL. <click> BJ, U, HL & LJ put their hands up to indicate they’re ready <click> R blows ready-for-play

*PM: Ineligible Illegally Downfield*

PM (R&R2): Cross Field Mechanics

PM: R – Preventive Officiating Ball’s Away! Stay with QB Don’t be a Head Wagger!

PM: R/HL/LJ – Backward Pass

PM: R & U – Passer Beyond LOS

PM: U – Trapped Pass

PM: Intentional Grounding There was no receiver in the area

Run Mechanics (RUM) POE Wing: When runner goes OOB, turn & look OOB. Watch players return to the field. Crew: Important to keep head level & swivel once ball is dead. R/HL/LJ: When space permits STOP 5 YDS from the pile of players to better see dead ball action. Keys: Watch the A tackle & guard – fire out = run play. Wing: When runner is near SL “open door” to protect yourself. Point of Attack (POA): Where the action is & your concentration.

RUM: Run to SL: “Open Door”

Victory Mechanics (VCM) POE VCM Definition: Winning Team HC informs officials we are “going to take a knee”. Opponent is out of team time-outs or tells Wing that we will not use them. Winning Team is ahead by 9 or more points. Crew: If Winning Team HC is winning by 8 points or less, inform teams to Defend Themselves. Communication: Inform losing team HC. R: Inform QB that he MUST take a knee. Crew: All pinch in close. Inform both teams.

Victory Mechanics (VCM)