RULE 6 KICKING GAME.

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Presentation transcript:

RULE 6 KICKING GAME

RULE 6 Kick Off = Free Kick After Safety/Punt= Free Kick How many different kinds of “Kicks”? Kick Off = Free Kick After Safety/Punt= Free Kick Punt = Scrimmage Kick FG = Scrimmage Kick Try = Scrimmage Kick

BASIC THINGS ABOUT THE KICKING GAME RULE 6 BASIC THINGS ABOUT THE KICKING GAME * Kicking Tee – Can not be elevated more than 2” Ball can not be held on shoe. * Shoes must be worn. (No bare foot kickers) * Kicking Team- members of “K” can not go out of bounds on their own * Try- Extra points are dead when blocked Can not be run back. *No Such thing as a “kicking ball”

RULE 6 When does it Start? When does it End? GOAL LINE IS A PLANE SNAP/KICKED POSSESSION G K R GOAL LINE IS A PLANE Any “Kick” that crosses the GL plane is dead the instant it crosses the plane

RULE 6 Out of Bounds Untouched? Punt or KO? G K R Kicking Game can be crazy  Out of Bounds Untouched? Punt or KO? Need to understand Rule 2 Definitions?

RULE 6 KCI = Kick Catching Interference *15 Yards Previous Spot Re-kick. * Awarded Fair catch at Spot of Foul Kick out of Bounds – Free Kick - KO * 5 yards Previous Spot Re-kick * 25 yards Beyond Previous Spot. * Inbounds Spot K can not advance a kick beyond NZ.

RULE 6 K First Touching- always by “K” Free Kick = IN or BEHIND NZ Scrimmage Kick = Beyond expanded NZ Not a “foul” it is a “violation” = Bean Bag K R G K

RULE 6 Fair Catch Valid or Invalid? Difference? Any Signal Valid or Invalid will cause the ball to be dead once possessed. Only players who signal gets protection . Signal must be valid. One hand waving side to side, Kick in Flight… Player needs the opportunity to complete catch VERY SLOW WHISTLE!

RULE 6 When Ball is still a “kick” - any player can really do only 3 things to that ball? TOUCH or MUFF RECOVER CATCH These can happen in different “spots” on the field * In or Behind NZ * Beyond NZ

RULE 6 K K R FREE KICK How can K keep the ball on a Free Kick? Ball goes 10 Yards & Hits the Ground (before or after 10 yards) When R Touches Ball K R G K K R

RULE 6 K K K R R R TOUCH FREE KICK RECOVER CATCH K R G During a Free Kick Go through on all the touch spots by K and R and what would happen, Recover spots by K and R Catch spots by k and R R R

RULE 6 SCRIMMAGE KICKS How big is the NZ? What does K need to do to LENGTH OF BALL What does K need to do to RECOVER and KEEP BALL? TOUCH BY R BEYOND NZ PSK is Post Scrimmage Kick Enforcement PENALTY 3 YARD DOWNFIELD FOUL = DURING KICK R HAS BALL AT END OF DOWN FOUL is by R

Some other “Scrimmage Kick” Differences RULE 6 Some other “Scrimmage Kick” Differences KCI – Kick Catching Interference Kick Out of Bounds K may advance a ball BEHIND NZ Scrimmage Kick Formation- Numbers

RULE 6 K K K R R R TOUCH Scrimmage Kick RECOVER CATCH K R G During a Scrimmage Kick Go through on all the touch spots by K and R and what would happen, Recover spots by K and R Catch spots by k and R R R R

Free Kick K1 K2 K3 R1 R2 R3 K4 R4 K1 K2 K3 K4 R1 R2 R3 R4 KCI = Kick Catching Interference Options 15 Yards from Previous Spot Re-kick Award a fair catch at spot K R G NZ= 10 Yards Unless moved by penalty Free Kick will be at 40 - Normal KO 20 - After Safety Spot of Awarded/Fair Catch K1 K2 K3 For Kicking team to Recover and Keep Ball… Grounded Go beyond Plane of R’s free kick line R1 R2 R3 Kick Out of Bounds Options 5 yards previous spot and re-kick 25 yards beyond previous spot @ inbounds spot Inbounds spot K4 R4 K1 = = First Touching, Clock will NOT start. TOUCH RECOVER = First Touching, NO Advance, Dead Ball CATCH = KCI, NO Advance, Dead Ball = KCI if in flight. K2 = TOUCH = Clock will start, KCI if in flight. RECOVER = K’s Ball 1-10 (spot), NO Advance, Dead Ball CATCH = KCI, NO Advance, Dead Ball K3 = TOUCH RECOVER = Touchback -breaks plane. Clock on snap CATCH = Touchback -breaks plane. Clock on snap = Touchback -breaks plane. Clock on snap K4 = TOUCH = Kick Out of Bounds RECOVER = Kick Out of Bounds CATCH = Kick Out of Bounds Use as option R1 = TOUCH = Clock will start. K now eligible to recover RECOVER = R’s Ball 1-10 (spot) or Live Ball, Wind Clock CATCH = Live Ball, Wind Clock. Fair Catch OK R2 = TOUCH = Clock will start. K now eligible to recover RECOVER = R’s Ball 1-10 (spot) or Live Ball, Wind Clock CATCH = Live Ball, Wind Clock. Fair Catch OK R3 = TOUCH = Touchback -breaks plane. Clock on snap RECOVER = Touchback -breaks plane. Clock on snap CATCH = Touchback -breaks plane. Clock on snap R4 = TOUCH = Kick Out of Bounds RECOVER = Kick Out of Bounds CATCH = Kick Out of Bounds Items of Note: A FG may be scored after an awarded FC, by a Free Kick. KCI is 15 yards and re-kick from previous spot OR an awarded free catch at spot. R has restrictions against on blocking the kicker/holder on a free kick: Kicker/Holder must be 5 yards beyond his free kick line OR If kick hits the ground, no restrictions A free kick that is untouched by R and goes out of bounds is a penalty. There are NO PSK enforcement options for R during a free kick. Once grounded, K can legally block at any time.

Scrimmage Kick K1 K2 K3 R1 R2 R3 K4 K4 K1 K2 K3 K4 R1 R2 R3 NZ G KCI = Kick Catching Interference Options 15 Yards from Previous Spot Re-kick Award a fair catch at spot K1 K2 K3 For Kicking team to Recover and Keep Ball… Touched by R beyond NZ R1 R2 R3 Clock will start on SNAP after any legal kick. During A down in which a team is awarded a new series of downs K4 K4 K1 = TOUCH = Touching is ignored behind NZ RECOVER = Advance OK, can try to make line to gain CATCH = Advance OK, can try to make line to gain K2 = = First Touching, Possible KCI if in flight. = R’s Ball 1-10 (spot), NO Advance, Dead Ball TOUCH RECOVER = R’s Ball 1-10 (spot), NO Advance, Dead Ball CATCH = Can’t bat forward if in flight. = Possible KCI if R has opportunity to Catch K3 = TOUCH = Touchback -breaks plane. RECOVER = Touchback -breaks plane. CATCH = Touchback -breaks plane. K4 = = Kick out of Bounds. R’s Ball 1-10 (plane) = Kick out of Bounds. R’s Ball 1-10 (plane) = Kick out of Bounds. R’s Ball 1-10 (plane) TOUCH RECOVER CATCH = If 3rd down & behind NZ, Still is R’s Ball = If behind NZ, Still is R’s Ball = If behind NZ, Still is R’s Ball Use as option R1 = TOUCH = Touching by R in or behind NZ is ignored RECOVER = R’s Ball 1-10 (spot) or Live Ball CATCH = Live Ball, NO Fair Catch R2 = TOUCH = Team in last possession will have 1-10 RECOVER = R’s Ball 1-10 (spot) or Live Ball CATCH = Live Ball Fair Catch OK R3 = TOUCH = Touchback -breaks plane. RECOVER = Touchback -breaks plane. CATCH = Touchback -breaks plane. Items of Note: Any K may catch or recover a scrimmage kick while it is in or behind the NZ and advance, unless it is a try. First touching of a kick by K is always ignored when a penalty is accepted during the down. A kick that goes out of bounds- the ball will be spotted on the yard line @ the hash mark (inbounds spot) on the same side of the field that the ball was out of bounds. A Kick always ends when any player secures possession. Please send any comments/corrections/additions to shrva@aol.com.

RULE 6 KICKING MECHANICS

Field Goal Left Footed Kicker B L U H Field goal –right footed kicker R

Field Goal Right Footed Kicker B L U H Field goal – Left footed kicker R

Swinging Gate NEW!!! B U H L R Swing gate

Normal Kickoff B H R Kickoff - Normal L U

Onside Kickoff B H R Kickoff – Onside attempt U L

Punt Mechanic B – 5 deep and 10 wide; L – 5 deep same as B on the sideline U – Need to see action on snapper; fade to line judge side; H – Stay on line of scrimmage until ball cross it; R – Have the kicker; on the line judge side.

Kick Mechanic Position when you are on the goal line during a Free kick or Punt. When you straddle the goal line this we help determine where the kick went out of bounds. In this picture if the ball goes over the official’s right side of him it’s a out at the 1 yard line. If the ball goes over him or to the left side of him it’s a touchback.

4 Person Mechanics Coin Toss R/U in the middle of the field L/H walk captains to the middle of the field, stopping at the nine-yard marks.   Kick-Off R on the GL opposite the pressbox, counts R players U on the 15yd line, pressbox side, counts R players L responsible for the ball and K restraining line, counts K players H straddling R restraining line, counts K players

4 Person Mechanics Normal Kickoff R on the GL opposite the pressbox, counts R players U on the 15yd line, pressbox side, counts R players L responsible for the ball and K restraining line, counts K players H straddling R restraining line, counts K players

4 Person Mechanics Onside Kickoff R moves to the middle of the field, counts R players U moves up to and straddles R restraining lin, counts R players L responsible for the ball and K restraining line, counts K players H straddling R restraining line, counts K players

4 Person Mechanics Scrimmage Play *Counting players R/U count Team A players, signal when offense breaks huddle H/L count Team B players, signal after the ready for play *Nearest player On/Off LOS Off the line – extend arm with open hand towards offensive backfield. Drop arm when opposite wing official acknowledges with point across. On the line – DO NOT SIGNAL  

4 Person Mechanics Scrimmage kick R position 3-5 yards outside the tight end and 2-3 yards behind the kicker, on L’s side of field U position 4-7 yards deep, on L’s side of field H same as scrimmage play, do not leave until the ball crosses the LOS L position 5 yards deeper and 10 yards wider than the deepest B receiver  

4 Person Mechanics Punts R position 3-5 yards outside the tight end and 2-3 yards behind the kicker, on L’s side of field U position 4-7 yards deep, on L’s side of field H same as scrimmage play, do not leave until the ball crosses the LOS L position 5 yards deeper and 10 yards wider than the deepest B receiver

4 Person Mechanics Field Goal/PAT *Snapped inside the 15 yard line: R position to rule on non-hook post U position 4-7 yards deep, on L’s side of field H same as scrimmage play, rule on possible roughing/running into the kicker/holder L position under hook post, sound whistle once ball is dead   *Snapped outside the 15 yard line: R position to L’s side of field, rule on roughing/running into the kicker/holder U same as above H same as scrimmage play L position between uprights, rule on both uprights and crossbar, sound whistle once ball is dead

4 Person Mechanics FG/Try Plays L has the whistle on all Trys/FG H will have kicker holder L will always have the hook post U will have the open side goal line R will have non hook post.

4 Person Mechanics Goal-line Play When snapped between the 15 and 5 yd lines: release downfield staying ahead of the runner to the GL When snapped between the 5 yd line and GL: release to the GL and officiate back to the ball   Signals Use approved signals from the AIA Official’s Handbook

Youth Football Points of Emphasis We will be working for 1 league this season: - Pop Warner (PW) Review youth rules. These will be available on website prior to the start of the season. Different rules for various leagues. Leagues are discussing these rules now. As soon as we have them they will be made available on the AZFOA website.

Youth Football Points of Emphasis Make sure you are a member of the AZFOA and the AIA. We do not have any youth schedules as of yet. Please be patient. Log onto Arbiter and makes sure all information is correct. Block our any dates unable to work as far into the future as possible ASAP. We are going to attempt to assign multiple weeks at one time. Before you decline the game, be sure you have blocked the date previously on your Arbiter account.

Youth Football Points of Emphasis Accept games no later than 8:00 AM the Wednesday prior to game date. After the date and time listed on your assignment, you may very well find yourself removed from the assignment. If you are not sure of the game site, look at your Arbiter assignment. Directions are included with your assignment. Uniforms worn for any and all youth games are to be the same as directed in the AIA official’s manual. The long parachute, baggy shorts are not acceptable. Short provided by officials suppliers are acceptable. Shirts are to be tucked in. Hats should be clean.

Youth Football Points of Emphasis Be aware of 4 man mechanics, all positions. Certified official should be able to step in and work any position on the field. Review mechanics for measurements, PAT, kickoff, etc. Arrive promptly for games, a minimum of 20 minutes prior to game time. Before you call the Assignor with an issue, make sure you have extinguished all other Contact crew members prior to game day to ensure all know date, time location, and special rules.

Youth Football Points of Emphasis If there is a problem and you are unable to work the assigned or accepted game. Do not rely upon a message, email etc. Make sure you speak with the assignor or the crew chief on your crew. This is your responsibility. Realize that some associations are not able to provide food due to health code restrictions Act professional. Remember you are being paid to work the games. Look professional. Clean uniform. Do not get dressed on the field. Be prepared.

Youth Football Points of Emphasis Get it right. Talk things over if not sure. Work with the newer officials. Help them out. Be willing to work at multiple locations during the season. If assigned to work with newer officials count it as a privilege, someone had to work with each of us to help out at one time or another. Make sure you pay is correct before you leave the field. Again be professional in addressing league officials.

Have Fun! Youth Football Points of Emphasis Don’t be too overly officious. Don’t embarrass yourself or the AzFOA! Assignors will not accept calls, emails, etc, on Sunday’s. Have Fun!

7 – Free Kicks 8 – Scrimmage Kicks Video 7 – Free Kicks 8 – Scrimmage Kicks