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BASKETBALL OFFICIAL’S CLINIC
TTU INTRAMURAL SPORTS OFFICE
EMPOLYEE EXPECTIONS & RESPONSIBILITIES
Expectations & Responsibilities› Knowledge of sports rules and mechanics› Represent the Intramural Program positively as an official, player, and
spectator.› Serve as an impartial and fair official.› Be respectful to all players and participants.
– In the face of inappropriate language or comments directed at you, be professional.– Alert professional staff or a graduate assistant. We will back you up.
› Ensure a safe environment for all.– Safety is your number one priority as a sport official.
› Abstain from using tobacco products during Intramural Activites.› Clothing
– Athletic clothing– Staff shirt– No Jewelry, watches, wristbands etc– Whistle
More Expectations & Responsibilities› Arrive fifteen minutes before start of your shift.› Ensure that you have been clocked in by a
graduate assistant or professional staff member.› Clock out with a graduate assistant or
professional staff member when you are playing or taking an extended break.
› Ensure that all equipment is returned.› Make sure teams pick up their trash.
– If they do not, you need to pick it up.
› Ask a graduate assistant or professional staff member if all duties have been completed before leaving.
› Make sure you have been clocked out by a graduate assistant or professional staff member.
Even More Expectations & Responsibilities› Inform Leslie if you are playing for a team.› When seeking a trade or drop on W2W, please try to
give at least a one day (24 hours) notice.› Remember that all shifts are subject to approval, and
posting your shift does not guarantee your shift will be reassigned.
› If you attempt to pick up a shift, please remember that numerous factors will be considered, and you may or may not receive that shift.
› If your shift is not traded or assigned to another worker, you are responsible for covering your shift.
› In case of emergencies, contact Leslie or Victor ASAP.
Evaluation & Feedback› Officials will be evaluated regularly
each night.› When receiving feedback, ask plenty
of questions for clarification.› Be receptive to constructive feedback.
– Understand that your actions and decision as an official are being evaluated, and it is not a personal attack.
› Being able to receive and apply feedback is indispensable.
Nightly Evaluation FormNAME ____________________________ __________________________ __________________________
POSITIVES
OPPORTUNITIES FOR IMPROVEMENT
COMMUNICATION
POSITING & MECHANICS
APPEARANCE & PRESENTATION
GAME MANAGEMENT
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
1 2 3 4 5
GENERAL CREW FEEDBACK
BASKETBALL BASICS
Playing Court
Division line (M
idcourt)
The Lane
The “paint”
Sideline
End
line End line
Free
-Thr
ow L
ine
TABLE BENCHBENCH
Three-point arc
Foul Reporting Area
Player Equipment› Jerseys/Shirts
– Each team is required to wear similar jerseys with numbers on the front and/or back
› Athletic Shorts or Pants– Clothing should allow freedom of movement.
› Hats– No billed hats or any headwear with knots– Headbands and knit or stocking caps are legal.
› Shoes– Shoes must be worn at all times!– Non-marking basketball, running, or tennis shoes are allowed.– Non-athletic footwear is prohibited
› Example: Boots, vibrams, sandals, flip flops, dress shoes
› No Jewelry!– Watches, rings, and necklaces can result in injuries to players.– Religious and medical jewelry is allowed. It needs to be taped to the body or
placed inside the shirt or jersey.
The Game: Basics› Players
– Five players are allowed on the court at one time.– Four players are required to avoid a forfeit.– If a team has five or more players, five players must
start the game.› Injuries and/or disqualifications may reduce the number of
eligible players to lower than five.
› The Ball– Participants may choose to play with the ball provided
by IM Staff or agree to use an alternative ball. – The ball must approved by IM Staff prior to play.
The Game: Team Areas› Team Benches & Supporters
– Memorial Gym› Team benches will be located on opposite scorer’s
table. › Spectators for each team are required to occupy
opposite sides of the court. › The Home team supporters shall occupy the table
side of the court.› Teams are responsible for the behavior of spectators
seated in their team’s area.– Campus Recreation & Fitness Center
› Teams shall occupy the table side of the court. › Spectators may be seated anywhere around the court
but may not block fire exits or the entrance to the court.
The Game: Timing› Two twenty minute (20:00) halves
– First half› The clock will run continuously unless stopped due to team
and official timeouts.– Second half
› The clock will run continuously unless stopped due to team and official timeouts until two minutes (2:00) is remaining, or the next dead ball under two minutes (2:00) is reached.
› The clock will stop for the last two minutes or less of the game in accordance with NFHS rules.
› Unless there is a foul or timeout, the clock will not stop after successful two or three point field goals.
› Five minute (5:00) halftime
› Each team shall receive three (3) timeouts per game.– During a live ball, the team in control may only call a timeout.
The Game: Mercy Rule
Point Differential Time Remaining Result
Fifty or more points Twenty minutes or less in 2nd half End of game
Thirty or more points Ten minutes or less in 2nd half End of game
Twenty or more points At Any Time No backcourt pressure
Twenty or more points Two minutes or less in 2nd half End of Game
The Game: Overtime
› Overtime will only be played during the postseason.
› Overtime (i.e. extra period) is an extension of the second half when the score is tied at the end of regulation.
› Each Overtime period shall be three minutes (3:00) in duration.
› For the entire period, the clock shall start and stop accordingly to NFHS basketball rules.
› Each extra period starts with a jump ball. Therefore, the alternating possession arrow is reset at the beginning of each extra period.
› All player fouls as well as the team foul count carry over from regulation to all overtime periods.
The Game: In Play & Out of Play› The boundary lines are out of play.› When the ball touches or is
touched by a person or object outside the court boundaries, the ball is dead.
› The ball is inbounds when the ball contacts the bottom, side, or top of the backboard.
› The ball is out of bounds if it rolls over the backboard.
The Game: Scoring› Three-Point Field Goal
– Any made basketball with the player’s feet completely behind his or her team’s three point line and the ball enters his or her team’s basket.
› Two-Point Field Goal– Any made basket with the player’s feet on and
within his or her team’s three-point line.– Automatically awarded due to a technical foul,
intentional foul, or flagrant foul.– A team scores in the wrong basket.
› One-Point Field Goal– A successful free throw
Correctable Errors› There are five correctable
error situations:– Failure to award to a merited
free throw– Awarding an unmerited free
throw– Permitting a wrong player to
attempt a free throw– Attempting a free throw at the
wrong basket– Erroneously counting or
canceling a score.
› Notice that correctable errors are limited to free throw attempts and adjusting the game score.
Correctable Error Diagram
PRE-GAME & POST-GAME RESPONSIBILITES
Pre-Game Responsibilities: Timeline› 15:00 to 10:00 before Game Time:– Ensure all officials are fully equipped
› Officials’ jerseys› Whistles
– Check players’ equipment.– Check the game ball.
› Women are playing with the women’s ball (28.5)› Men are playing with the men’s ball (29.5)
– Check with the scorekeeper for any issues.– Answer any questions.
› 5:00 before Game Time– Conduct Captains’ Meeting
Pre-Game Responsibilities: Captain’s Meeting› Captain’s Meeting
– Set the tone for the entire game (Very important)› “Officials officiate, players play, coaches coach, and fans cheer”
– Review sportspersonship rules› Affects postseason eligibility › Affects All-Points competition standings› Administrative technical fouls do not affect SR.
– Review basic basketball rules › Three timeouts› Explain timing› Substitutions› Number of fouls before player disqualification
– Five fouls (a combination of technical, intentional, and/or personal)– Two player technical fouls
Post-Game Responsibilities› After the conclusion of the final
scheduled game:– Help gather equipment for storage
› Jerseys › Game balls
– Help clean the court and surrounding area.– Ask professional staff or a graduate
assistant if anything else needs to be completed
– Clock out via the iPad or Thumbprint scanner
– Go to sleep, stay up & watch TV etc
BASKETBALL CREW MECHANICS
Crew Mechanics: General› Three-person officiating mechanics
› Three positions1. Trail2. Center3. Lead
› The Trail and Lead positions are always on the same side of the court and opposite the Center position.– Lead determines the Strong Side of the court.
› Each official will switch or rotate through the positions as the game dictates.– When reporting fouls, calling official goes to
the table side of the court.
Opening Tip Positioning
Responsible for starting clock once ball is tipped; watches for jumper violations.
Responsible for non-jumper violations and fouls
Responsible for starting clock once ball is tipped; watches for jumper violations
Frontcourt Positioning & Area of Responsibility (AoR)
Primarily responsible for post play in area
Primarily responsible for off-ball action such as screens, moving players, and post players
Primarily responsible for action on the perimeter; can help in lane when necessary
In event of a obvious, HARD foul, any official can call that foul
from ANY POSITION.
Three-Point Coverage
Trail and Center have three-point shot
responsibility in the frontcourt.
Lead helps with three-point coverage
in transition.
Rotation Mechanics
Lead will rotate in the following situations:1. The ball settles on
the opposite of the court.
2. The majority of the players on the opposite side of the court.
3. There is a post matchup on the opposite side of the court.
Lead will NOT rotate in the following situations:1. During a shot2. During a drive3. During
transition4. During absolute
chaos
Lead will initiate all rotations.
Switching Mechanics – Trail Calls Foul; Ball Staying in Frontcourt
Lead call foul and reports to table
side: becomes new Trail
Trail replaces Lead and
becomes new Lead.
Center maintains position; if free throws follow, responsible for
ten-second court on free thrower.
Switching Mechanics – Center Calls Foul; Ball Staying in Front Court
Lead moves to ball side of court for throw-in. If
free throws follow, Lead will administer
free throw(s).
Trail replaces Center and
stays as Trail.
Center replaces Trail and stays as
Center.
Switching Mechanics – Trail Calls Foul; Ball Staying in Frontcourt
Everyone will maintain the same position.
Switching Mechanics – Foul Called; Ball Awarded to Other Team
Everyone will switch and replace as normal.
Once the switch has occurred,
everyone will simply
transition to the other half of
the court.
Exception
If Lead calls a foul and the ball
will be awarded to the other team, no switches
will occur.
Switching Mechanics – Violations on Offense
Everyone will transition to their new positions.
Remember that Center never administers throw-ins.
Depending on the throw-in spot, Old Lead/New Trail may “bump” Center to administer the throw-in. Remember that Trail handles all
backcourt throw-ins.
Old Center becomes New Lead.
Old Trail becomes New Center.
Free Throw MechanicsLead indicates to players the number of shots and
bounces ball to free thrower. Watches for violations and fouls by lane players.
Center gives a visible ten-second court for free thrower to release the free throw.
Watches for violations and fouls by free thrower, lane players, and all players outside
the lane.
Trail beckons substitutes before last free throw attempt and helps out with
violations and fouls. Trail should keep all matchups in view.
Press Coverage
Old Lead/New Trail has throw-in as well as
ballhandler and defender.
Center stops at free throw line extended and moves
with second wave of players.
Lead should stand behind deepest players and keep all
players in view.
Throw-ins› Trail always administers all backcourt
throw-ins and any frontcourt throw-in that is not on the end line.– May need to bounce ball to player to adjust
angle
› Lead administers throw-ins on the end line in the frontcourt.– Make sure the player is not under the basket
› Center never administers throw-ins anywhere on the court.– If you are administering a throw-in, you
should be the Lead or Trail official.
End Line Throw-ins in the Frontcourt
Lead may administer throw-ins on either side of player when staying in frontcourt; Trail
mirrors chop-clock signal of Lead
Sideline Throw-ins in the Backcourt
Trail handles all throw-ins in the backcourt – regardless of location. Trail will “bump and
run” if necessary.
End Line Throw-ins in the Backcourt
If there is no defensive pressure, Center and Lead may transition to home locations.
SIGNALS
SIGNAL
When Calling Fouls & Violations:
Reporting Fouls› Use your voice to communicate to your partners,
players, and spectators regarding your call and what will happen next.
› When you call a foul, make sure to remember:– The team’s color– The player’s number– Whether the foul will be followed by a throw-in or free
throw(s)
› You need to report all of the preceding information to the scorekeeper.– Stand back from the table, and project your voice.– Slow down, and make sure the scorekeeper understands
you.
OFFICIATING THE GAME
Basket Direction
1st Half Teams will shoot in the basket
opposite their benches.
Bench
Bench
Bench
Bench
2nd Half Teams will shoot in the basket
adjacent to their benches.
The Game: The Tip› The regulation game and each overtime
period begins with the tip.› When administering the tip:
– Make sure jumpers face their team’s basket.– The jumpers must let the ball reach its highest
point before attempting to touch the ball.– The jumpers cannot catch the ball.– The jumpers can tip the ball twice without
penalty.– The jumpers cannot leave their semicircles.
› The jumper restrictions end when the ball contacts one of the eight non-jumpers, the floor, a basket, or a backboard
The Game: The Tip› Once the Referee blows his or
her whistle, non-jumpers– Cannot move onto the center
restraining circle or change position on the circle before the ball is tossed
– Can back away from the circle at any time
› Teammates may stand adjacent to one another unless an opponent requests one of those spaces.
Possession Arrow› The direction of the possession arrow is
initially established by the opening tip and the start of each overtime.
› The possession arrow is established by a player/team gaining control of the ball, or the ball being awarded to a team due to a foul or violation.
› The possession arrow determines which team receives the ball in certain situations.– Held balls– Throw-in at the beginning of the second half– The ball becomes dead when player and
team control does not exist.
Player & Team Control› Player control exists when a player is holding
or dribbling the ball› Player control does not exist
– during an interrupted dribble– during a pass
› Team control exists during the following situations:– A player of the team has control– The ball is being passed among teammates.– When the ball is at the disposal of a player for
that team.
› Neither player or team control exists during the jump ball, a dead ball, or when a try or tap is in flight.
Dribbling
› The dribble begins when the ball is released to the floor before the pivot foot is lifted.
› The dribble ends when:– The dribbler causes the ball to rest in one or both
hands.– The dribbler carries/palms the ball by allowing
the ball to come to rest in one or both hands.– The dribbler touches the ball with both hands
simultaneously.– The ball touches or is touched by an opponent,
and the dribbler loses control (interrupted dribble).
Screening
› A screen is legally using one’s body to delay or prevent an opponent from reaching a desired position.
› The screener must not cause contact and must give the opponent time to react.
› The screener must satisfy the principle of verticality.
› A legal screen may be stationary or moving.
Pivoting› ‘A pivot takes place when a player who is holding the ball steps once, or
more than once, in any direction with the same foot while the other foot, called the pivot foot, is kept at its point of contact with the floor’ – Rule 4 Section 33, NFHS Basketball Rules Book, pg. 37
› Establishing the pivot foot– If a player receives the ball with both feet on the floor, either foot may become the
pivot foot. When one foot is lifted, the other foot becomes the pivot foot.– If both feet were off the floor and one foot touches the floor first, that foot becomes
the pivot foot.– If both feet were off the floor and both feet touch the floor simultaneously, either foot
may be the pivot foot.– If the player is moving and stopping, the first foot to touch the floor is the pivot foot.
Closely Guarded
› Closely Guarded Situation– Two Important Factors:
› Offensive player has player control (holding or dribbling the ball) in his or her front court.
› Defender is ACTIVELY guarding player (within three feet, facing the player, and attempting to prevent a pass, shot, or drive to the basket)
– The distance is measured from the forward foot of the defender and the player holding the ball.
– When dribbling, the offensive player has five seconds to pass, shoot, get his or her shoulders past the defender, or end his or her dribble.
4 Feet
Refereeing a Closely Guarded Situation
› Hypothetically, while closely guarded, the offensive player may: – Hold the ball for four (4) seconds – Then, dribble the ball for four (4) seconds– Finally, hold the ball for four (4) seconds.
› Without passing or shooting, the player can have possession for a total of twelve (12) seconds.
› As the dribbler transitions from holding to dribbling to holding the ball, the closely guarded count is reset each time.
› The closely guarded count continues as long as a defender is within three to four feet and actively guarding the player.
› The defender can change during the count.
Substitutions
› Substitutions occur at the scorer’s table.
› Unlimited substitutions are allowed during the game.
› Substitutions are only allowed during stoppages of play.
› Substitutions cannot enter the court without being beckoned by an official.
› During a free throw situation, substitutes may only enter before the final free throw attempt.
› When a player is replaced due to injury or disqualification, any substitute that has already reported to the scorer’s table may enter the game as well.
DEAD BALL LIVE BALL
The Throw In› The Throw-In is a method of putting a ball in
play from out of bounds.› When the ball is at the disposal of the thrower,
the throw-in team has five seconds to pass the ball into the court.
› The throw-in count ends when the ball is released into the court.
› The throw-in legally ends when the released pass is touched or touches another player inbounds.
› Types– Designated Spot– Non-Designated Spot– Alternating possession (AP)
Designated Spot Throw-Ins› Designated spot (DS)
throw-ins are the most prevalent type.
› DS throw-ins typically occur after most violations and fouls that are not followed by free throws.
› The designated spot is three (3) feet wide and limitless in terms of depth.
3 feet
Designated Throw-In Spots
No Throw-ins under the basket
Non-Designated Spot Throw-ins› Non-designated spot (NDS) throw-
ins occur after scoring plays.› Scoring play examples
– Successful two or three point goal– Successful final free throw– Basket awarded due to goaltending or
defensive basketball inference
› During a NDS throw-in, the thrower may run the length of the end line and has limitless depth.
Alternating Possession Throw-Ins› The team entitled to an alternating
possession (AP) throw-in is determined by the AP arrow.
› Common AP throw-in examples:– Throw-in to begin the second half– Held Ball– The officials cannot determine
which team caused the ball to go out of bounds.
– Ball lodges between the backboard and rim or rests on the flange.
Changing the AP Arrow› The AP arrow is reversed (i.e. switched),
and the opposing team is entitled to the next AP throw-in.– When does this happen?
› The AP throw-in ends legally.› The team entitled to the throw-in commits a violation.
› The AP arrow remains unchanged, and the same team is entitled to the next AP throw-in.– When does this happen?
› Either team commits a foul before the AP throw-in ends.
› The defensive team commits a violation.
Free Throw Basics
› A free throw is a chance for a player to score one point by an unhindered try from the free-throw line.
› The free throw begins when the ball is at the disposal of the free thrower.
› The free throw ends when the try is successful, the ball becomes dead due to a violation, or the try touches the floor or a player.
› Free throws are awarded as a result of shooting fouls and when a team commits seven or more team fouls.
Free Throw Basics› When a player is fouled in the act of shooting:
– Successful two-point or three-point field goal – One free throw– Unsuccessful two-point field goal – Two free throws– Unsuccessful three-point field goal – Three free throws
› Bonus & Double Bonus– All fouls charged towards a team and its spectators will be recorded toward the team’s foul count.– Team commits seven to nine fouls – on the next common foul, opponent is awarded one free
throw plus a bonus free throw if the first free throw is successful (AKA “1 & 1”)– Team commits ten fouls or more – on the next common foul, opponent is awarded two free throws.– EXCEPTION: When a team commits a team control or play control foul, no free throws will be
awarded to the offended team.
› Teams will not shoot free throws for intentional, flagrant, and technical fouls.– The opposing team will automatically receive two points.– If the offended player successful makes a two-point or three point field goal during an intentional
or flagrant foul, the basket counts, and the team is awarded an additional two points.
Foul Count ChartTEAM FOUL COUNT
One - Six Seven - Nine Ten & More
FOUL TYPE
Common FoulThrow-In
Awarded to Offended Team
One & One Two Free Throws
Shooting Foul Dependent on location of foul and result of continuation (if applicable) – one, two, or, three free throws may be awarded
Intentional FoulTwo points are automatically awardedFlagrant Foul
Technical FoulPlayer or Team
Control Foul No Free Throws are awarded.
Remember that there are always exceptions and novel situations. Ask if you don’t know.
The foul court is ignored for non-common fouls.
VIOLATIONS
Throw-In Violations› Offense
– Thrower must release the ball into the court before five seconds expires.
– Thrower cannot step into the court before releasing the pass.
– Thrower cannot hand the ball to a teammate.
– The pass must touch or be touched by a player before going out of bounds.
– DS Throw-in: Thrower cannot leave the spot before releasing the ball into the court.
› Defense– Defense must provide the thrower a depth
of at least three feet.› The official should provide three feet of
space.– Defense cannot reach over the out of
bounds line.› 1st time: Warning› 2nd time: Administrative Technical Foul
– Defense cannot contact the thrower during the throw-in.› Penalty: Intentional foul
– Defense cannot contact the ball while the thrower is holding it or the pass has not crossed into the court. › Penalty: Administrative Technical Foul
Common Free Throw Violations
› Player(s) in marked lane space enters before ball is released– Offense: Free throw is cancelled. If final try, throw-in awarded to non-
offending team.– Defense: Substitute free throw is awarded is shot is unsuccessful.
› Player outside of three-point arc enters before the ball contacts the rim– Offense: Free throw is cancelled. If final try, throw-in awarded to non-
offending team.– Defense: Substitute free throw is awarded is shot is unsuccessful.
› Shooter crosses the FT line before the ball contacts the rim– Free throw is cancelled. If final try, throw-in awarded to non-offending team.
› Ball fails to contact the rim.– Free throw is cancelled. If final try, throw-in awarded to non-offending team.
› Shooter does not release the FT attempt within ten seconds.– Free throw is cancelled. If final try, throw-in awarded to non-offending team.
Kick Ball Violation› A kick ball violation occurs when a
player intentionally kicks the ball with any part of the leg or foot.
› No player can intentionally kick the ball.– An offensive player can commit a kick
ball violation.
› If a defensive or offensive player accidently kicks the ball, it is not a violation.
Traveling› Traveling is defined as running
with the ball. A player must have control in order to travel.
› A player can never travel while dribbling.
› Once a pivot foot is established, the player mat lift the pivot foot to pass or shoot.
› The player cannot start a dribble or return the pivot foot to the floor.
› A moving player that ends his or her dribble has a maximum of two steps to pass or shoot.
Traveling› A player on his or her knees and in
control of the ball may not attempt to get up.
› If the player is holding the ball and not dribbling, he or she cannot:– When standing, drops to one knee– While on both knees, lifts one knee.– While on one knee, drops the other knee.– While on one knee, attempt to stand.
› The player may pass, shoot, dribble, or call timeout while on his or her knees and within the limits of the rules.
Traveling› It is legal for a player to slide or roll
while gaining possession on the floor.› A player that has gained control on the
floor may not attempt to get up or roll.› A player with possession that is lying
face down may not roll over.› A player with possession that is lying
flat on his back may sit up.› That player may shoot, pass, dribble, or
call time out within the limits of the rules.
Frontcourt vs. Backcourt Status› The ball is in the
frontcourt when the ball and both feet of the player are in the frontcourt.
› The ball is in the backcourt when the ball and/or either foot of the player are in the backcourt.
Backcourt Violation› A player shall not be the first to touch
the ball after it has been in team control in the frontcourt if he/she or a team caused the ball to go from frontcourt to backcourt.
› The offense may retrieve the ball if the defense caused the ball to enter the backcourt.
› A team with a throw-in in the front court may throw the ball into the backcourt.– There is an exception.
Ten Seconds (Backcourt)› A player shall not be, nor may
his/team be, in continuous control of the ball which is in his/her backcourt for ten (10) seconds.
› The ten (10) second count beings once an offensive player touches the ball inbounds.
› The ten (10) second count ends when the ball and/or player is in the frontcourt.
› A team is awarded a new ten (10) second count after every dead ball.
BACKCOURTONLY
Three Seconds› When his or her team has
control in the frontcourt, a player may not be in the red area (i.e. the “paint”) for more than three (3) seconds.
› If a player dribbles or moves in an attempt to score, the three second count is terminated.
› Without team control, there is no three second lane restriction.
FOULS
Verticality
› Verticality typically applies to the defender and screener.› The defender must establish and maintain legal guarding
position.› The defender can jump or rise vertically (straight up) and
maintain legal guarding position.› The defender is not vertical in the following situations:
– Arms are lowered and extended in a position other than vertical.– The torso and legs are sticking out toward the offensive player.
As a result, the shooter cannot land safely or the defender illegally contacts the dribbler.
– While in the air, the torso is leaning forward towards the offensive player.
› If the defender maintains legal guarding positon and verticality, contact caused by the offense may result in a player control or team control foul.
Act of Shooting
› The act of shooting includes all movements beginning with the start of the try or tap for goal, releasing the try or tap, and returning to the floor.
› A player is shooting when he or she begins his or her attempt. Pivoting toward the goal and beginning to gather the ball for a lay-up are two common examples.
› If a player is fouled during the act of shooting, he or she may complete the normal movements in an attempt to score.– AKA Continuous Motion
Personal Foul› Illegal contact during a live
ball that prevents a player from performing normal offensive and defensive movements.
› Contact that does not limit a player from performing normal offensive and defensive movements is incidental contact and shall be ignored.– Incidental contact = no foul!
Common Foul
› A personal foul that is neither intentional or flagrant and does not involve an airborne shooter.
› The offended team is awarded a throw-in nearest the spot of the foul unless bonus free throws are awarded.
Block/Charge
BLOCK (DEFENSIVE PERSONAL FOUL)
› Defensive player has or has not established legal position.
› Defensive player creates contact and does not maintain legal positioning.
› Defensive player takes position in the path of an airborne shooter.
› Result – throw-in nearest the spot of the foul or awarded free throw(s)
Block/Charge
CHARGE (PLAYER CONTROL FOUL)
› Offensive player runs into the torso of a legally established defender on the floor or in the air.
› Offensive player uses an arm to ward off a legally established defender.
› Result– Any shot attempts or successful shot
attempts are cancelled. – The ball is awarded to the new offense.– Free throws will never be awarded to the
new offense.
Intentional Foul
› A personal or technical foul which may or may not be premediated and is not based solely on the severity of the act.
› An intentional foul can be:– A foul that takes away an opponent’s
obvious advantage– Unwarranted contact away from the ball– Illegitimate attempt to play the ball– Excessive contact
› Intentional fouls typically happen at the end of games or when a defender is approaching a player from behind
Flagrant Foul
› A personal or technical foul of a violent or savage nature or technical noncontact foul which displays unacceptable conduct.
› The intent to cause injury is the main difference between intentional personal and flagrant personal fouls.
› Players that commit a flagrant foul are ejected immediately.
› These fouls typically occur during both competitive and non-competitive games.
Technical Foul› A technical foul is:
– A foul by a non-player or a noncontact foul by a player
– A noncontact foul by a coach or fan.
› When a player receives a single flagrant technical foul, that player is ejected and must leave the facility.
› Three types:– Player– Team– Administrative
Technical Foul› A technical foul is:
– A foul by a non-player or a noncontact foul by a player
– A noncontact foul by a coach or fan.
› When a player receives a single flagrant technical foul or two technical fouls, that player is ejected and must leave the facility.
› If a team receives any combination of three player and/or team technical fouls, that team forfeits the contest.
› Three types:– Player– Team– Administrative
Technical Foul Categories & Examples› Player technical
– Fighting (Automatic ejection)– Disrespectfully addressing an official or IM staff– Contacting an official (Automatic ejection)– Indicating resentment through physical action
› Team Technical– Bench players disrespectfully addressing officials or IM staff– Undesirable fan behavior– Individuals on the bench commit unsporting acts
› Administrative technical– Player is wearing the wrong number.– A player’s number has to be changed or listed in the scorebook– A team is charged an excess timeout.
› Game Management: Do not grant timeouts when the team has none remaining.
– Team commits a second delay of game penalty.– Six players participating on the court
› Game Management: Count players before administering throw-in, free throw, or the tip.
GAME MANAGEMENT
Managing the Game: Basics› Being aware of player emotions and actions will
allow you to be proactive.– Being proactive will help you stop problems before
they occur.
› Call obvious fouls and violations regularly.› A properly managed game will have necessary
technical, intentional, and/or flagrant fouls.– If possible, try talking to players before administering
serious fouls.
› Problematic players should be addressed immediately and accordingly.– Addressing these players may involve talking, calling
fouls, or removing the player from the game.
Managing the Game: Fighting› While a fight can happen without
warning, proper game management typically prevents fights.
› When a fight breaks out:– Step back and observe players and others
involved in the fighting.– Watch if any bench players enter the court.– Do not attempt to physical stop the fighting.
Simply blow your whistle loudly and frequently.
Managing the Game: Managing Yourself› Game management requires that you
manage your emotions.› Try to remain calm and relaxed
through the game.› Be professional at all times.
– When players become uncooperative or disrespectful, deal with them accordingly.
– Address the player’s current actions.– Trust your partners.
› Stay in your primary AoR.› Support and back up your partners at all times.
SPORTSPERSONSHIP SYSTEM
Sportspersonship System: Ratings & CriteriaRating Criteria
5 - Excellent Players fully cooperate with Intramural Sports staff and opposing team members. Spectators support their team in a positive manner. Team captain respectively addresses officials. The team is an exemplary model for other teams.
4 - Good Winning Team of a Forfeited Game. Team members verbally complain about some calls or show some dissent. Their actions may warrant a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike conduct penalty), but they
do not receive a penalty.
3 - Average Both Teams for a Defaulted Game. Team constantly complains to IM staff or the opposing team. The team captain exhibits no control over his/her team,
spectators, and himself/herself. Their actions result in a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike conduct penalty.) Teams that receive a conduct penalty cannot receive higher than a “3” rating. The team that has one ejection or two conduct penalties will not receive higher than a “3” rating.
2 – Below Average Team constantly complains to IM and the opposing team. The team captain exercises no control over anyone. Teams that receive one ejection and one conduct warning or three conduct warnings shall forfeit the contest and receive a
rating of “2.”
1 - Unacceptable A Team Forfeits a Game. The entire team and spectators are non-cooperative. The team captain is combative and unhelpful. The team that receives two ejections or four conduct warnings during a game shall forfeit the game and may forfeit the entire
season.
Rating Criteria
5 - Excellent
Players fully cooperate with Intramural Sports staff and opposing team members. Spectators support their team in a positive manner. Team captain respectively addresses officials. The team is an exemplary model for other teams.
4 - Good
Winning Team of a Forfeited Game. Winning Team for a Defaulted Game. Team members verbally complain about some calls or show some dissent. Their actions may warrant a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike conduct penalty), but they
do not receive a penalty.
3 - Average
Defaulting Team for a Defaulted Game. Team constantly complains to IM staff or the opposing team. The team captain exhibits no control over his/her team,
spectators, and himself/herself. Their actions result in a conduct penalty (i.e. yellow card, technical foul, or unsportsmanlike conduct penalty.) Teams that receive a conduct penalty cannot receive higher than a “3” rating. The team that has one ejection or two conduct penalties will not receive higher than a “3” rating.
2 – Below Average
Team constantly complains to IM and the opposing team. The team captain exercises no control over anyone. Teams that receive one ejection and one conduct warning or three conduct warnings shall forfeit the contest and receive a
rating of “2.”
1 - Unacceptable
A Team Forfeits a Game. The entire team and spectators are non-cooperative. The team captain is combative and unhelpful. The team that receives two ejections or four conduct warnings during a game shall forfeit the game and may forfeit the entire
season.
Sportspersonship System: Points of Emphasis› Penalize players and teams when necessary.
– Allows teams to adjust behavior
› Try to talk to players before administering the first and second technical fouls.– Give a warning before the first technical if possible.
› If no player or team technical fouls are accessed, a team cannot receive lower than a “4.”
› Administrative technical fouls do not affect the SR for a team.– A player that receives one flagrant technical foul or two technical
fouls is ejected form the contest.– Any combination of three player and/or team technical fouls will
result in forfeiture of the contest.
› A player can be ejected, and the team can still receive a “3.”– Problematic players are often the cause of issues, and their
removal improves the game.
Mechanics & Positioning Use signals and your voice to communicate fouls, violations Understand your current position’s AoR. Working to see between players and keep all players in view.
Hustle Work hard and you will learn quickly
Slow Down & Take Your Time As an official, you must take a mental snapshot of the action before making a decision. Your foul and violation calls are always after the occurrence of those fouls or violations.
Communication Use verbal and non-verbal communication through the game. Talking to players will help your game run smoothly
Game Management Manage players and yourself to ensure a fun, fair, and safe environment.
POINTS OF EMPHASIS