Score Table Manual

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Working the USA Water Polo Desk (1-02--09)
Secretary or Scorekeeper:
Equipment needed: score sheets (triplicate), clip board, pens, white-out, air horn or
whistle, manila folder, stapler, official team rosters.
Before a game may begin, both teams must provide a USAWP verified roster showing
that all players are current USAWP members. If rosters are not provided, the game may
not begin and the team that does not have the roster will take a forfeit and be subject to
all penalties associated with a forfeit. For the first game of a tournament, a team without
a roster may provide a hand written roster signed by the coach that declares all players
are current members. Before the second game, any team submitting a hand written roster
MUST provide a USAWP verified roster. If such roster is not submitted by the second
game, the team will not be allowed to play any further. If it is found that the coach’s
hand written roster was in error, the coach will be subject to fine and sanction.
1.
The secretary must maintain the record of the game, including the players, the
starting and ending time of the game, the score, timeouts, and personal fouls
(exclusion fouls and penalty fouls) awarded against each player.
a.
The team roster for each team, with cap numbers designated, must be in
the secretary’s hands before the start of the game.
b.
Before the game, record the game number, name of teams, date, place of
game, type of game (first round, quarterfinal, etc. - these names are in
the game schedule), names of referees, delegate(s), as well as cap
numbers and names of the players on each team on the score sheet (white
on left, dark on right side of the score sheet). Study sample score sheet
attached.
c.
Verify which cap number is the starting goalkeeper If #13 has a red cap,
record the name in the line under #1. If #13 has on a white or dark cap,
record the name in the appropriate line on the lower part of the score
sheet. If there is a goalkeeper substitution, record the goalkeeper
statistics with the correct cap number.
2.
Record the cap number of the sprinter each period and encircle the number of
the player winning the sprint in spaces below the upper portion of the score
sheet.
3.
Record all goal attempts in the Attempt column. Use an E for an extraman
attempt, a P for a penalty shot attempt, and a vertical line for all other attempts.
4.
Record all goals in two places in this order on the score sheet:
a.
First: Progress of game: in the lower portion of the score sheet, note the
time of goal, the cap number, team (white or blue), G for a natural goal,
G-E for an extraman goal and G-P for a penalty shot goal under
Remarks, and the running score (0-1, etc., in the W-B column with the
white score first, then the blue score).
NOTE: In determining if a goal is an extraman goal, include all goals as
extraman goals which are the result of the extraman situation, even if the
goal is scored soon after the entry of the excluded player. For example, if
the player is waved in at 1:53 and the goal is scored at 1:50, it is most
likely an extraman goal.
1
b.
5.
6.
7.
Second: Upper portion of the score sheet: record all goals in the upper
portion of the score sheet, first, in the Attempt column and, second, in
the appropriate period’s box on the score sheet. Use an E for both an
extraman goal attempt and goal, a P for both a penalty shot attempt and
goal, and a vertical line for both a natural goal attempt and goal.
Record all personal fouls (exclusion or penalty fouls) on the score sheet. For
exclusion fouls, the referee shall signal the cap number so that it is visible to the
players in the water and to the scoring table. For penalty fouls, the referee shall
raise one arm with five fingers in the air and signal the cap number to the
players and to the scoring table. Record all personal fouls in two places in this
order on the score sheet:
a.
First: Progress of game: record the time, cap number, team (W or B) and
the symbol E for exclusion foul and P for penalty foul in the “Remarks”
column. Note in the “Remarks” column if a player is removed for the
remainder of the game for brutality or misconduct by the use of E-game
brutality, E-game misconduct, etc. Do not fill in or make any mark in
the running score column when completing the foul information
since no goal was scored. The column entries should be as follows:
2:21 5
W
E
b.
Second: Upper portion of the score sheet: record every personal foul in
the personal-foul column. Record the symbol and period (i.e., E/2 in the
first box for the first exclusion foul committed by a player, the foul
occurring in the second period). Use a P followed by the period for a
penalty foul (i.e., P/4 for a penalty foul committed in the fourth period).
If the player is excluded (i.e., for misconduct) for the entire game in the
third period, write E/3 in the correct box and draw a horizontal line
through the remaining boxes, if applicable, to show that the player is out
for the remainder of the game.
NOTE: When a player receives his/her second personal foul, write
his/her number on the correct side of the top of the score sheet as an aid
to determine when the player receives his/her third personal foul. It is
particularly important to coordinate this with the exclusion secretary in
order for the exclusion secretary to signal immediately the award of a
third personal foul with the red flag (and whistle if the third is a penalty
foul).
Record illegal entries:
a.
If a player of the team not in possession of the ball enters improperly, the
player is excluded for another 20 seconds and a penalty throw is awarded
to the opposing team. However, on the score sheet, only one additional
personal fouls (marked as EP) shall be recorded against the offending
player.
b.
If a player of the team in possession of the ball enters improperly, the
offending player is excluded for 20 seconds and a free throw awarded to
the opposing team. On the score sheet, an additional personal foul (E) is
recorded against the offending player.
Record the time, team, and individual, if applicable, when a yellow or red card
is issued in the “Progress of Game” section on the score sheet. Be sure to verify
with the referee on the table side as to whom the card was issued.
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8.
9.
10.
11.
12.
13.
14.
Goalkeeper statistics: for every goalkeeper save, put an E for the save of an
extraman shot, a P for the save of a penalty shot, and a vertical line for all other
saves in the box under the correct period. Make sure that these are credited to
the correct goalkeeper. If the goalkeeper shoots the ball, put a vertical line in the
Attempt column. If the goalkeeper scores the ball, place an encircled vertical
line in the goals in the appropriate period column. This is necessary to
distinguish the rare goalkeeper goal from saves.
Record all official timeouts (recording the period and the time) on the score
sheet in the appropriate boxes with time first and then period (2:21/1Q for a
timeout at 2:21 in the first period) and under “Progress of Game. Each team is
allowed three timeouts of which one may be used only during overtime. If there
is not a separate timeout secretary, keep a record visible to the teams of the
number of timeouts remaining for each team.
In the case of bleeding, the referee shall immediately order the player out of the
water with the immediate entry of a substitute and the game shall continue
without interruption. After the bleeding has stopped, the player is permitted to
be a substitute. In the case of accident or injury other than bleeding, the referee
may suspend the game for not more than three minutes (injury timeout). If the
injured player leaves the game, the player shall not be allowed to take further
part in the game if a substitute has entered. This does not count as a timeout.
At the end of each period, record that period’s number of goals in the box in
the lower right-hand corner of the score sheet.
NOTE: Check that the number of blank spaces in the running score column (WB column) equals the number of personal fouls marked above plus timeouts and
the number of yellow or red cards issued. Check the number of fouls on each
player with the exclusion timekeeper. Repeat this check at the end of each
period, using the totals at that time, not just for that period.
At the end of the game, total the score of each period in the lower right-hand
corner of the score sheet. Check that this agrees with the last running score.
Record the time of completion of the game on the score sheet and have the
referees and delegates sign the score sheet.
NOTE: The notation of the finish time is necessary to know the official ending
time of the game in case a protest is going to be filed.
NOTE: if the game is continued on a second score sheet, be sure to label the
first one Page 1 and the second one Page 2 and inform the delegate/press liaison
that there are two pages.
If the score is tied in a match in which a definite result is needed, two periods of
overtime will be played, followed by a penalty shoot out, if necessary. See
Appendix A for the directions and attachments for the forms used. Record the
goals in the proper column on the score sheet, recording the tie score and then
the number of penalty shot goals scored by each team.
Record any official protests.
3
Exclusion Secretary
Equipment needed: four flags (red, white, blue and yellow), exclusion record forms,
whistle, clip board, pen, manila folder
1.
Record on the exclusion record form all exclusion fouls (E,) penalty fouls (P),
and brutality fouls (B) with white team on the left, blue team on the right.
a.
For an exclusion foul, the offender is removed for 20 seconds of actual
play or until a goal is scored, or a change in possession of the ball,
whichever is the shorter. Record the symbol E, cap number, time of
exclusion, and time of reentry of each excluded player. (The time of
reentry is the calculated time of reentry, not the actual time.)
NOTE: To determine the time of reentry of an excluded player, either
subtract 20 seconds (if you can do this without borrowing) or add 40
seconds and subtract one minute. For example, if a player was excluded
at 2:13, the reentry time is 1:53.
NOTE: It is necessary to calculate and write the reentry time on the form
as opposed to relying exclusively on the exclusion time remaining on the
scoreboard because there may be rounding errors in the various clocks.
b.
For a penalty foul, record the symbol P, cap number, and time of the foul
c.
For a brutality foul, record the symbol B, cap number, time of exclusion,
and time of reentry of the substitute player. The player is removed for
the remainder of the game, a penalty throw awarded, and the substitute
for the player removed from the game for brutality may not enter until
four minutes of playing time have elapsed.
2.
For an exclusion foul, raise the white or blue flag as appropriate after 20
seconds have elapsed, provided that the excluded player is in the reentry area.
Do not raise the flag for reentry until the player reaches the reentry area.)
Keep the flag raised until the player sees the flag and enters the pool. (Keep the
flag up for several seconds after the player enters the pool in case the referee has
any questions as to whether the exclusion secretary signaled the player to enter.)
The excluded player or a substitute may enter immediately when the referee
indicates a change of possession provided that the excluded player has reached
the reentry area.
A player may be substituted for during an exclusion. Do not raise the
a.
flag for the entrance of the substitute until the excluded player has
reached the reentry area and the head of the excluded player is visible in
the reentry area (unless a timeout is called, goal scored or end of period).
b.
The excluded player may leave the exclusion area during a timeout to
meet with the team.
c.
A player may be substituted for an excluded player during a timeout,
after a goal, or in the interval between periods. In the case of the goal or
interval between periods, the excluded player does not have to go to the
reentry area before the substitute may enter.
d.
In the case of a double exclusion, both players are eligible to enter after
the 20-second exclusion period or when there is a change of possession
(the excluded player must still exit the pool and enter from the reentry
area). At the end of 20-seconds, raise the appropriate flag as soon as each
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3.
4.
5.
player reaches the appropriate exclusion area.
NOTE: Since each excluded player must reach the proper reentry area,
the exclusion secretary may be waving in the players at different times,
first one and then the other, as each reaches his/her respective reentry
area.
e.
Do not wave in an excluded player at the end of the exclusion time if that
player is not eligible to play (i.e., if that player has three personal fouls).
For a brutality foul, the substitute may not enter the game until four minutes of
playing time have elapsed. The substitute may remain on the bench until the
exclusion period is near to the conclusion and enter the reentry area shortly
before the expiration of four minutes. Raise both the yellow flag and the flag of
the corresponding cap color when this period of time has elapsed, even if the
substitute is not in the reentry area. The announcer does not announce this
time, nor is it timed on the scoreboard.
Signal the referee by whistle if there is an improper or early reentry of a player
or substitute. The excluded player must swim to the marked reentry area; when
the appropriate flag is raised, the excluded player must slip in and swim into the
field of play, from the reentry area on the side of the pool opposite the desk. The
excluded player may not jump in, dive in, or push off from the wall. The
excluded player may not leave the water to go to the reentry area or that player
will be excluded for the remainder of the game (misconduct). The excluded
player may enter immediately from any place in any manner after a goal is
scored.
a.
If a player of the team not in possession of the ball enters improperly, the
player is excluded for another 20 seconds and a penalty throw is awarded
to the opposing team. However, on the score sheet, only one additional
personal fouls (marked as EP) shall be recorded against the offending
player.
b.
If a player of the team in possession of the ball enters improperly, the
offending player is excluded for 20 seconds and a free throw awarded to
the opposing team. On the score sheet, an additional personal foul (E) is
recorded against the offending player.
c.
Blow the whistle to signal an illegal entry, even if the referee has waved
in the substitute, if the original player has not yet reached the reentry
area before the entrance of the substitute.
d.
If an exclusion foul is the third personal foul on a player, the player with
the three personal fouls must go to the reentry area before the substitute
can enter the pool when signaled. If the excluded player with three fouls
leaves the water to go to the reentry area, no additional penalty is
assessed (do not blow the whistle). However, a substitute may not enter
until a goal is scored or the end of period.
e.
If a player’s improper or early reentry is that player’s third foul, blow the
whistle for the improper reentry and lift the red flag signifying the third
foul.
Signal without delay the award of a third personal foul which is an exclusion
foul to a player as follows:
NOTE: As an aid in determining when the player receives his/her third personal
foul, when a player receives his/her second personal foul, write that cap number
5
6.
7.
8.
9.
on the appropriate side of the top of the exclusion record form.
a.
Raise the red flag to indicate that player is excluded for the remainder of
the game, but may be replaced by a substitute. Keep the red flag raised
during the entire exclusion period until the player is substituted for.
b.
If two players are excluded simultaneously and this foul is the third
personal foul for one of the players, raise (in the same hand) the flag
corresponding to the color of the cap of the player with the third personal
foul together with the red flag to signify that player has three personal
fouls.
c.
The player with three personal fouls must go to the exclusion area before
being substituted for, unless a goal is scored or the period ends. If the
player with three personal fouls reenters while the game is in progress
while the red flag is raised, even if signaled in by the referee, blow the
whistle. The player then will be removed with immediate substitution
and a penalty throw awarded. No additional personal foul is charged. If a
goal was scored and then the player with three fouls reenters, the referee
will remove the player and the substitute may enter immediately. No
additional personal foul is charged or penalty throw awarded in this
instance.
Signal without delay the award of a third personal foul which is a penalty foul to
a player as follows: blow the whistle and raise the red flag immediately before
the ball is put into play. A substitute must enter before the penalty shot is taken.
Exception: If a player is excluded with his/her second personal foul and, on the
way out of the pool, intentionally interferes with play, upon notification of the
penalty foul awarded to this player, raise the red flag before the penalty throw to
signify that this player may not return to the game, but do not blow the whistle
as the substitute must be in the reentry area for the taking of the penalty throw.
If a player’s improper or early reentry is that player’s third foul, blow the
whistle for the improper reentry and lift the red flag signifying the third foul.
Exclusion time carries over from period to period. If time remains on an
exclusion at the end of a period, check that the offending player’s team starts the
next period one player short and that the offending player is at the correct end of
the pool in the exclusion area, or, if substituted for, is not one of the starting
players. Inform the referee which team is down a player and how much time
remains on the exclusion.
NOTE: As an aid to remembering that there is an excluded player when a
timeout is called or if the period ends shortly after the player was excluded,
place the flag across the exclusion record form as a reminder. In addition, when
a player is excluded, it is advisable to keep your hand on the flag as an aid to
remembering that there is a player excluded.)
At the end of each period check the total number of fouls for each player, in cap
number order, with the scorekeeper.
NOTE: To do this accurately and efficiently, look down the white cap side of
the exclusion sheet, mentally grouping the fouls together for a player and
saying, for example, white cap #2 has two fouls, 5 has one foul, etc. Do this at
the end of each period, giving the total number of fouls for each player, not
just those assessed that period.
6
Game Timer
Equipment needed: visible game clock showing time in a descending manner and with
buzzer (air horn if no buzzer or if the buzzer of the shot clock and the game clock have
the same sound)
1.
A game consists of four eight-minute periods, with a two-minute interval
between periods one and two and between periods three and four with a fiveminute interval between periods two and three. Should the score be tied at full
time in any game for which a definite result is required, there is a five-minute
interval before overtime. Overtime consists of two three-minute periods with
two minutes between periods. If at the end of the two periods of overtime, the
score is still tied, there shall be a penalty shoot out to determine the result. (See
Addendum A for procedure.)
2.
At the beginning of the period, start the game clock when the first player
touches the ball.
3.
Stop the clock each time the referee blows the whistle. The time allowed for a
player to take a free throw shall be at the discretion of the referees; it shall be
reasonable and without undue delay, but does not have to be immediate. Start
the clock when the ball is put into play when the ball visibly leaves the hand of
the player taking the free throw, goal throw or corner throw. Instead of passing
the ball, the player may put the ball into play by dropping the ball to the water
or by throwing the ball into the air and then starting to swim with or dribble the
ball. The team awarded a free throw must put the ball into play at the place the
foul occurred except that if the ball is farther from the defending team’s goal,
the free throw shall be taken from the location of the ball or if the foul is
committed by a defending player within the 2-meter area, the free throw shall be
taken on the 2-meter line opposite to where the foul was committed.
4.
After a goal, start the clock when the ball leaves the hand of the player making
the restart.
5.
Start the clock on a neutral throw when one player touches the ball (the player
may touch the ball before it lands in the water).
6.
Start the clock on a goal throw when the ball is put into play anyplace within the
2-meter area by any player of the team (the player closest to the ball).
7.
Start the clock on a penalty throw when the ball leaves the hand of the player
taking the penalty throw and stop on the whistle. Should the penalty throw be
missed and the ball rebounds into the field of play, the ball remains in play and
the clock continues to run.
8.
Start the clock on an exclusion foul when the ball leaves the hand of the player
putting the ball into play.
NOTE: Do not start the clock when a player is swimming over to get the ball
after the whistle or while the player is moving to a point indicated by the
referee.
9.
Start the clock after a timeout when the ball is put into play.
10.
If an incorrect player(s) or no player leaves the pool after an exclusion foul, the
referee will stop play, remove the correct player, allow the incorrect player to
reenter, reset both clocks, and restart play.
11.
If the referee starts or restarts the game or starts play after a goal or timeout with
an extra player in the water, the referee stops play, removes the extra player,
7
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
resets both clocks, and recommences the game. Only reset the game clock when
instructed by the referee.
If, just before the expiration of 30 seconds, a player throws the ball into a vacant
corner, the referee may blow the whistle for stalling and award a free throw to
the opposing team at that site. Stop the game clock on the whistle and start it
when the ball is put in play.
NOTE: Do not run the clock while the player is swimming over to get the ball.
If the scoreboard displays exclusions, enter the exclusion on the board before
the ball is put into play. (If late, do not put up the exclusion time as it will be
incorrect.) After starting the exclusion timer, enter the cap number as soon as
you see the cap number or receive notification of the number.
Signal the end of each period by buzzer, whistle, air horn or by some other
means provided it is distinctive, acoustically efficient, and readily understood.
Time the intervals between periods on the clock. Sound a warning buzzer when
30 seconds remain of the interval. (The clock should be set to run the correct
time of the interval after the conclusion of a period.)
Record the score on the scoreboard after each goal.
Between periods reset the clock to the correct period length and check that the
proper period is showing on the clock.
Time the injury timeout on the game clock only if it has a line suitable for
display of a countdown from three minutes. (If accident, injury or illness, other
than bleeding, occurs, a referee, at the referee’s discretion may suspend the
game for not more than three minutes. The referee shall instruct the timekeeper
as to when the stoppage period is to commence.)
NOTE: the time on the game clock must be displayed during the injury timeout.
Time the timeouts on the game clock only if the game clock if it has a line
suitable for display of a countdown from one minute. The warning signal
should be sounded after the expiration of 45 seconds. If this is not possible, the
timeout secretary shall time the timeouts and sound the warning signal and the
end of the timeout.
Note: the time on the game clock shall be displayed during the timeout.
If the scoreboard is used to display personal fouls after each player’s name, as
you enter the number of the player on the console, a light will be displayed after
the player’s name on the board. Usually the light for the first two personal fouls
is white or yellow. The light for the third foul is red. In addition, red is used for
any personal foul in which the player is removed for the remainder of the game.
If there is no announcer, announce the last minute of the game and the last
minute of the second overtime period.
8
30-Second Timer (Shot Clock)
Equipment needed: 30-second shot clocks (minimum of two, preferably four) with
buzzer with sound distinct from that of the game clock, preferably integrated with the
game clock
1.
At the beginning of each period, start the shot clock when the first player gains
possession of the ball (the player need not actually touch the ball).
NOTE: If the shot clock is integrated with the game clock, the shot clock will
start when the game clock starts. However, if one team did not gain possession
of the ball when the first player touched the ball, it is necessary to reset the shot
clock when one team gains actual possession of the ball.
2.
If the clocks are not integrated, stop the shot clock each time the referee blows
the whistle. The time allowed for a player to take a free throw shall be at the
discretion of the referees; it shall be reasonable and without undue delay, but
does not have to be immediate.
3.
Start the shot clock again when the ball is put into play when the ball visibly
leaves the hand of the player taking the free throw, goal throw or corner throw.
Instead of passing the ball, the player may put the ball into play by dropping the
ball to the water or by throwing the ball into the air and then starting to swim
with or dribble the ball. On a goal throw, the ball may be put into play anywhere
within the 2-meter area by any player of the team (the player closest to the ball).
The team awarded a free throw must put the ball into play at the place the foul
occurred except that if the ball is farther from the defending team’s goal, the
free throw shall be taken from the location of the ball or if the foul is committed
by a defending player within the 2-meter area, the free throw shall be taken on
the 2-meter line opposite to where the foul was committed.
NOTE: Do not start the shot clock when the player is swimming over to get the
ball to take a free throw or while the player is moving to a point indicated by the
referee.
4.
Reset the shot clock at the following times.
a.
After a goal (start the clock when the player puts the ball into play).
b.
After an attempt at a goal even if the same team regains possession of the
rebounding ball (reset the clock on the shot immediately when the ball
leaves the hand of the player taking the shot and reset again when a
player of either team gains possession of the rebounding ball). If the
referee blows the whistle, (if, for example, the ball went out of bounds
on the shot over the goal), reset on the shot; stop on the whistle, reset
again and start the clock when a player from the correct team puts the
ball into play.
c.
After an exclusion foul, double exclusion foul or an offensive turnover
(stop both clocks on the whistle and start the shot clock when the player
taking the free throw puts the ball into play).
d.
When a neutral throw is awarded (start the shot clock when one player
gains possession of the ball).
e.
When the opposing team gains possession of the ball (the opposing team
must gain possession of the ball - it must not merely touch the ball in
flight).
NOTE: If the whistle blows as soon as the ball changes hands in an
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5.
6.
7.
8.
9.
10.
interception or steal, stop the shot clock, but do not reset it until
checking to see if the team has actually lost possession. The team
intercepting or stealing the ball may not necessarily retain possession of
the ball.
NOTE: In the case of ball-under, reset the shot clock on a ball-under call
if there is a clear change of possession, not a momentary touching or
contact with the ball. The player must be in control of the ball. If in
doubt, check with the referee.
f.
When a penalty throw is awarded, If the game clock and shot clock are
integrated, the shot clock will start with the game clock as the player
shoots. Immediately reset the shot clock as this is a shot. If the shot is
missed and the ball rebounds, reset the shot clock when a player gains
possession of the ball).
g.
On a goal throw or corner throw (start the shot clock when a player puts
the ball into play). The clock is not reset when the ball goes out of
bounds on the sides of the pool line when last touched by a defensive
player unless a shot was taken.
The buzzer on the shot clock will sound at the end of 30 seconds of continuous
possession of the ball without a goal attempt. The referee will blow the whistle
and award the ball to the opposing team. Reset the shot clock and start it when
the player puts the ball into play.
If, just before the expiration of 30 seconds, a player throws the ball into a vacant
corner, the referee may blow the whistle for stalling and award a free throw to
the opposing team at the site. Stop the shot clock on the whistle, reset it, and
start it when the player puts the ball in play.
Note: Neither clock should be running while the player is swimming over to get
the ball.
Stop the shot clock when the referee blows the whistle for a timeout. Do not
reset the shot clock. Start the shot clock when the player puts the ball into play
at the end of the timeout. Follow the same procedure for an injury timeout.
If an incorrect player or no player leaves the field of play after an exclusion
foul, the referee will stop play, remove the correct player, allow the incorrect
player to reenter, and reset both clocks. Restart both clocks when the ball is put
into play.
If the referee starts or restarts the game or starts play after a goal or timeout with
an extra player in the water, the referee will stop play, remove the extra player,
reset both clocks, and recommence the game.
At the end of the period, when the clocks are integrated, the shot clock will
usually blank when less than 30 seconds remain in the period and a new 30second period of possession is awarded. If they are not integrated, turn the shot
clock off when less than 30 seconds remain in the period when a new period of
possession is awarded.
10
Exclusion Board Operator
Equipment needed: exclusion board, red and blue markers, clip board, pen, personal foul
record forms/
Important: Directions have to be modified for what type if board is used, but the
principle is the same: reduce the number of timeouts as they are taken; increase the
number of fouls on each person as they occur.
1.
The duty of the exclusion board operator is to record in a visual manner on the
board the number of fouls awarded to each player and the number of timeouts
remaining for each team.
NOTE: With a vertical exclusion board, white should be on the left, blue on the
right, the same sides as the cap colors on the score sheet. This decreases
mistakes.
2.
In games which could go into overtime, each team is allowed to call three
timeouts during the game; the third timeout may only be requested during
overtime.
3.
Set up the board with two markers for the timeouts in the correct positions on
the board for each team, but if the game goes into overtime, add one more
timeout to the number remaining.
4.
As each timeout is called, record the time and period (3:41/2Q) in the
appropriate box on the Exclusion Board Record Form and remove the
appropriate disc.
As each exclusion or penalty foul is awarded, note the time, symbol (E, P, B) on
5.
the Personal Foul Record form for the appropriate cap number, blue fouls on the
right, white on the left. Place a blue marker in the appropriate position by the
cap number for each of the first two fouls on that player. Use a red marker for
the third foul on that player. Leave these discs up until the end of the game.
6.
If a player is excluded for the remainder of the game on his/her first or second
foul for misconduct or brutality, use a red marker on the board to denote that
foul. This indicates that the player is no longer eligible to play and must leave
the bench.
7.
At the end of each period check the number of timeouts taken with the timeout
secretary. Check the number of fouls on each player and the cards issued with
the game secretary and the exclusion secretary.
8.
If the fouls are recorded on the scoreboard by the game timer after each player’s
name, still note all the fouls on the record form.
11
Timeout Secretary
Equipment needed: stop watch, timeout record forms, pen, air horn, clipboard
1.
Each team is entitled to three timeouts during the game, but the third timeout
may only be requested during overtime.
2.
The duration of a timeout shall be one minute.
3.
The timeout secretary is responsible for watching each team to see when it is
calling for a timeout. A timeout may be requested at any time, including after a
goal, by the coach of the team in possession of the ball called “timeout” and
signaling to the secretary or referee with the hands forming a T shape or by use
of an air horn. Therefore, the timeout secretary shall watch only the bench of the
attacking team to see when the coach calls for a timeout. The timeout secretary
or the referee will immediately stop the game by whistle (referee) or air horn
(timeout secretary). The game timer will immediately stop the game clock.
NOTE: If there is a referee at each bench to specifically blow an air horn when
the coach calls timeout, the sound of the horn is the signal to stop the game
clock and to start the stop watch to time the timeout.
4.
Start the stopwatch as soon as the timeout is awarded. Write the time and the
period in which the timeout is awarded on the timeout record form Sound the air
horn after 45 seconds have elapsed as a signal that the teams may take up their
positions to restart play and then again at 1:00 minutes to signal the end of the
timeout.
NOTE: If it is possible to time the timeout on the game clock or auxiliary clock,
the game timer shall start this clock immediately when the timeout is awarded.
The clock will automatically sound the warning horn at :45 and then again at
1:00. The referee will then blow the whistle for the restart of play.
5.
Check the record of timeouts taken with the game secretary at the end of each
period.
6
If accident, injury or illness, other than bleeding, occurs, a referee may, at the
referee’s discretion, suspend the game for not more than three minutes, in which
case the referee shall instruct the timekeeper as to when the stoppage period is
to commence. If it is not possible to display and time the injury timeout on the
game clock, time this timeout, sounding the air horn at the end of the three
minutes. This timeout is not recorded on the exclusion board.
12
Appendix A:
Penalty Shoot Out Procedure 2005-09
If a penalty shoot out is necessary, the following procedure shall be followed:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
If it involves the two teams having just completed a game, the shoot out will
begin immediately and the same referees will be used.
Otherwise, the shoot out will occur 30 minutes following the completion of the
final game of that round, or at the first practical opportunity. The referees
involved in the most recent game of that round will be used, provided they are
neutral.
If two teams are involved the respective coaches of the teams will be requested to
nominate five players and goalkeeper who will participate in the penalty shoot
out; the goalkeeper may be changed at any time provided the substitute was listed
amongst the team list in that game. The form used is the PENALTY SHOOT
OUT DECLARATION AND SUMMARY FORM. The player information is
transferred to the PENALTY SHOOT OUT RECORD FORM.
The five players nominated will be required to be listed in order and that order
will determine the sequence in which those players will shoot at their opponent’s
goal; the sequence cannot be changed.
No players excluded for the game are eligible to be listed amongst those players
to shoot or substitute as goalkeeper.
If the goalkeeper is excluded during the penalty shoot out, a player from the
nominated five players may substitute for the goalkeeper but without the
privileges of the goalkeeper; following the taking of the penalty shot, the player
may be substituted by another player or alternate goalkeeper. Note: This player,
in a goalkeeper’s cap, has the privileges of the goalkeeper. Should a player be
excluded in the course of taking the penalty shots, then the next player from the
nominated five players is required to take the penalty shot. Following the taking
of the penalty shots by the nominated players, the excluded player may then be
substituted if required
Shots will be taken alternately at either end of the pool and all players with the
exception of the players shooting and the defending goalkeeper will be required to
be seated on team bench. The players who are not shooting at that time should
remain in the water at the side of the pool. The goalkeeper of each team will be
located at the opposite end from the goal he/she was defending at the conclusion
of the game; the teams will remain at the same location at which they were
located at the conclusion of the game.
The team to shoot first will be determined by toss.
Should teams still be tied following the completion of the initial five penalty
shots, the same five players shall then take alternate shots until one team misses
and the other scores.
If three or more teams are involved, each team will shoot five penalty shots
against each of the other teams, alternating at each shot. The order of the first shot
will be determined by draw.
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