Professional Documents
Culture Documents
Community College Football Officials Association (The Organization)
Community College Football Officials Association (The Organization)
Community College Football Officials Association (The Organization)
2017
- Supplemental
Guidelines And Philosophies
Administrative
CFO Philosophies
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“THE ORGANIZATION”
The intent of this Manual is to supplement the NCAA Rule Book and to reflect “THE
ORGANIZATION’S” philosophy in relation to the situations encountered before, during, and
after football games. This has been developed to improve the consistency of how these
plays and situations will be handled when they occur. Although the 2017 edition of this
manual is not a complete rewrite, it has been edited to enhance ease of use and to
comply with the evolving football rules, mechanics, and philosophies.
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(Dan and I would like to express a large thank you to Jim McGeough for the superb
job he did to update the Supplemental Guidelines and Mechanics book for the 2017
season – Dave Curschman)
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Table of Contents
I. Free Kicks
A. Offside 17
B. Game Clock – Error in Timing 17
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D. Legal Forward Pass Play 18
E. Momentum – All Situations 19
F. Pass Interference – Judgment Criteria 19
Part 3 – ADMINISTRATIVE
I. Chain-Crew Procedures 29
II. Chain Crew Instructions (for distribution to chain crew members) 31
III. Ball Person Procedure and Instruction (for distribution to ball persons) 32
IV. 40/25 Second Play Clock Summary 34
V. Game Clock Operator Procedures 36
VI. Game Clock Operator Instructions (for distribution to game clock op) 37
VII. CCFOA Procedure for Ejections 38
A. Reporting an Ejection During the Game 38
B. During the Game – Recording Unsportsmanlike Fouls 38
C. Reporting an Ejection – Reports Required after the Game 38
D. Player Actions Which Result in an Ejection 38
IX. CCFOA – Responsibilities of the Area Representative 39
I. Ball Spotting 41
II. Line of Scrimmage 41
III. Fumbles 41
IV. Defensive Pass Interference 41
V. Offensive Pass Interference 42
VI. Not Offensive Pass Interference 42
VII. Other Passing Situations 42
VIII. Blocking 43
IX. Kicking Play 44
X. Plays at the Sideline 44
XI. Scoring Plays 44
XII. Personal Fouls 45
XIII. Unsportsmanlike Conduct 45
XIV. Game Clock 45
XV. Miscellaneous 45
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COMMUNITY COLLEGE
FOOTBALL OFFICIALS ASSOCIATION
(THE ORGANIZATION)
Part 1 – Supplemental
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PART 1, SECTION 1 – MECHANIC PHILOSOPHIES
A. Pre-Game Responsibilities
I. Crew Assignments:
Referee:
Contact other game officials on the crew by Wednesday of that week prior to the game
confirming the game time, location of pregame conference and topics for pregame.
All Officials:
Arrive at game site at least two hours and fifteen minutes prior to the scheduled starting time.
Be prepared to participate in the pregame conference. If the Referee is delayed, the Linesman
is to conduct the Pre-Game and visit the Head Coaches.
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Direct game management to remove any hazards on or near field.
Observe passer(s) and kicker(s) noting which hand or foot they use in throwing/kicking the ball
Umpire:
One hour before the scheduled kickoff, accompany Referee to visit each coach on the field or
outside the official’s locker room.
Ask each head coach to verify, in writing, that all players are legally equipped in compliance
with NCAA rules.
Examine any player equipment about which the coach or trainer has a question of legality.
Review any questions regarding uniforms in compliance to NCFA Uniform requirements.
You are the final authority on legality of equipment and compliance with NCFA uniform
requirements.
Upon completion of pregame warm up, present each HEAD COACH with listing of players
who do not comply with NCAA equipment rules or NCFA rules regarding uniforms.
Do not permit players to participate who are not legally equipped or permit the use of any illegal
equipment, including eye shields that are tinted or shaded.
Linesman:
Check line-to-gain equipment when you first enter the field. Linesman and Line Judge will
meet the chain crew on the sideline opposite the press box 40 minutes prior to kick off.
The Linesman will lead instruction of chain crew in operation of line-to-gain equipment.
Make sure that you have a clip for the chains and tape to mark the 5 yd spot.
Secure and check the line-to-gain equipment and down markers plus all auxiliary equipment.
Check whether game management has distinctive vests or jackets for the crew.
Instruct the chain crew on the operation of the line-to-gain equipment and their duties and
responsibilities.
No less than 8 minutes before scheduled kickoff will leave official’s dressing area.
Will begin the first half ON THE PRESS BOX SIDE of the field, after half time will move to
the side of the field OPPOSITE THE PRESS BOX.
Line Judge:
Go with Linesman and assist with inspection of chains when you first enter the field, and
meet with the chain crew with the Linesman during pre-game.
Instruct the auxiliary chain crew (if provided) on the operation of the line-to-gain equipment and
their duties and responsibilities.
No less than 8 minutes before scheduled kickoff will leave official’s dressing area.
Get home team at not less than 4 minutes before scheduled kickoff; and have team at their
sideline and ready to begin the game at no less than 2 minutes prior to kickoff.
Will begin the game on the side OPPOSITE OF THE PRESS BOX and will be responsible for
administration of the chains. The second half you will switch to the PRESS BOX SIDE of the
field.
Side Judge:
Responsible for securing correct time of day and carrying an accurate watch.
Review starting time and be sure an auxiliary stopwatch is available for clock operator.
When you first enter the field, observe the punter/receiver drills.
Meet with and instruct ball person(s) 50 minutes before game time
Responsible for game timing and game clock.
No less than 8 minutes before scheduled kickoff will leave official’s dressing area.
Get visitor team captains at not less than 5 minutes before scheduled kickoff; and have
captains at their sideline and ready to participate in coin toss.
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Field Judge:
When you first enter the field, observe the punter/receiver drills.
Meet with and instruct ball person(s) 50 minutes before game time
No less than 8 minutes before scheduled kickoff will leave official’s dressing area.
Get home team captains at not less than 5 minutes before scheduled kickoff; and have
captains at their sideline and ready to participate in coin toss.
Back Judge:
Primary responsibility for play clock.
Meet with and instruct play clock operator if one is provided, 40 minutes prior to kick
off.
When you first enter the field, observe the punter/receiver drills
Get home team at not less than 4 minutes before scheduled kickoff; and have team at
their sideline and ready to begin the game at no less than 2 minutes prior to kickoff.
Responsible for timing of time-outs.
Inspect the field with the referee.
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D. Toss of the Coin-Timelines.
The following are the guidelines relating to when activity should occur in relation to the game clock.
Emphasis is placed on having the coin toss completed and all officials in position prior to the
scheduled kick off.
1. FJ and SJ will have the captains at the 50-yard line at their side line four (4) minutes prior to kick
off.
2. When you lead the captains onto the field, jog with them to the sideline. Don’t walk.
3. Start captains to the middle of the field with three minutes and fifteen seconds remaining
(3:15) left before kick off. Do not wait for the referee to wave you onto the field.
4. R should start the introduction of captains at three minutes (3:00) prior to kick off.
5. BJ and LJ should have their teams on the field with two minutes remaining (2:00).
6. HL will insure chain crew is present and ready approximately 3 minutes prior to
kick off.
7. With forty-five seconds remaining (:45) get your team onto the field as soon as possible.
1. The FJ and SJ will watch the first, second, third players in from their respective sidelines on the
kicking team. They will follow them downfield, observing their initial contact with Team B, usually in
the Team B 30 to 40 yard lines.
2. The FJ and SJ will be aligned on Team B’s (receiving teams) restraining line on all free kick plays.
3. The umpire and BJ will concentrate on the fourth and fifth members of the kicking team in from
their respective sidelines and the initial contact of the Team A players with Team B, usually in the
Team B 30 to 40 yard lines., (the umpire will also be responsible for the kicker)
4. The umpire and BJ will assume positions on the opposite sidelines with Team A (the kicking team)
restraining line.
5. After the ball is kicked, the umpire and BJ will move onto the field, roughly between the numbers
and the inbounds line, observing action from on the field.
6. The HL and LJ will observe the action against the first members of the kicking team that encounter
the members of Team B’s second group of potential blockers, usually in Team B 15 to 20-yard line.
7. R has primary responsibility for the ball during the kick if the ball is near Team B goal line. If the
pylon is threatened, the HL or LJ will assist with the coverage of the kick.
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This will focus coverage on the kicking team members as they have initial contact with Team B.
The officials will then move their attention to the evolving action of the return and focus toward
the point of attack.
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C. Unsuccessful Field Goal or PAT
1. If the kick is untouched by Team B and the ball lands in the end zone, immediately sound the
whistle, and both the FJ and BJ give the “no good or incomplete signal”. No other signal is
necessary by the BJ/FJ. The remaining officials will then signal to stop the game clock.
2. If the kick is wide or outside an up right, only the covering official to that side which the kick
was wide will give the “no good or incomplete signal”. No other signals are necessary. The other
official does not signal.
3. The Field Judge and Back Judge will move to the end line to make the signal.
4. If you are the ruling official, do not turn your head toward your partner under the up right. Simply
present the no good or incomplete signal.
5. The official (FJ/BJ) who is not making the ruling on the kick as it approaches the upright (item
#2 above) should be looking up field for dead ball activity as the players proceed up field toward the
Team B end zone.
6. When the FJ/SJ has made a ruling on the kick and the down ends, all other officials will give the
stop the clock signal.
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6. If the scrimmage kick ends with a successful fair catch, Team A downing the kick, or the kick
coming to a stop with no player attempting to recover, the covering official – usually the BJ - will
simply move to the spot stopping the clock. There is no need for a bean bag. (Note if Team B gives
a fair catch signal, muffs the kick, then completes the catch, the covering official will bean bag where
the ball was muffed by Team B).
7. When the line judge sees the snap has been successfully completed, the line judge will release
from the line of scrimmage, sliding along the sideline facing into the field and observing the initial
action at the line of scrimmage and the widest players as they release at the snap. The line judge will
move downfield observing blocks and other action 10-15 yards in front of the receiver and back judge.
2. When there is a punt return or change of possession and reverse fade mechanics are used, the FJ
and SJ will have responsibility for the sideline and progress down to Team A’s 2-yard line. Inside the
Team A 2-yard line, the LJ and HL will assume those responsibilities.
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The chains will be located ACROSS from the press box the ENTIRE game. Thus LJ/FJ
will have responsibility for administration of the chains during the first half.
The flank official will ALWAYS go in to the referee after the down ends in this situation, and must
confirm either:
1. There was an eligible Team A receiver in the area, or
2. The forward pass crossed the line of scrimmage or line of scrimmage extended or
3. If the pass was touched by a Team B player
If the referee deems that the passer threw a forward pass in an apparent illegal attempt to save loss
of yardage, the referee will flag the spot of the pass. Immediately after the down is over, he will then
consult with the flank official. It is possible that the penalty flag will be thrown after consulting
with the flank official.
The referee will wave off the flag IF the flank official communicates either of the following:
1. There was an eligible Team A receiver in the area or
2. The forward pass crossed the line of scrimmage or line of scrimmage extended or
3. If the pass was touched by a Team B player
The success of employing ‘fade mechanics’ is reading and reacting to the assigned keys at
the snap.
At the snap: the FJ / SJ will take a few quick steps backward toward Team B’s end zone while
reading their keys, at the start of the play and then react accordingly. The BJ will begin to slowly fade
a step or two after the snap until his keys indicate there is a pass play developing.
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The basic discipline is to:
Anticipate the type of play indicated by the down and distance at the snap; then,
Read your assigned keys (Team A receiver(s)) initial action at the snap; then,
Work to be in the best position to cover the play as it develops.
If the down and distance at the snap indicates a run or short pass pattern the FJ / SJ are to take
their initial steps toward Team B’s goal line and read the play as it develops; then, begin to move
down field as indicated by the developing action. Once a pass is indicated, the FJ / SJ are to begin to
fade, remaining at least 7 to 10 yards in front of their receiver through the end of the
pass (catch or incompletion); and, if necessary being at the goal line when the receiver/runner
crosses the goal. Generally, the BJ will not begin to fade under this scenario unless the developing
play begins to go beyond 7-10 yards downfield.
If the down and distance at the snap indicates a deep pass pattern and their keys show pass, the FJ,
SJ, and BJ are to begin to fade immediately, the rate and depth of the fade is dependent on the
developing action and pass routes to maintain their cushion (at least 7 to 10 yards from their
receiver).
The deep official in whose direction a forward pass is thrown has goal line responsibility and is to
remain at the goal line pylon.
The BJ has responsibility for the end line. The BJ should move to the end line and then along the
end line as the action of the play dictates.
1. The flank official assumes the role assigned to the deep official in fade mechanics described
above.
2. The deep official is now the trailing official and will have responsibility for progress down to
the Team A two-yard line.
3. Flank official never moves back toward Team B goal line to mark progress on change of team
possession.
Referee
1. After each scrimmage play, and the threat of dead ball action is over, make immediate eye
contact with the linesman and get the box moved. The referee must avoid moving to the
dead ball spot, lingering near the pile of players, and after the pile has disengaged, finally
providing the approval to the linesman to move the box. The umpire has sole responsibility to
spot the ball after the down.
2. After each scrimmage play and communicating with the linesman, stay in the backfield (8-10
yards deep) and mark the ball ready for play if 25-second clock applies. Avoid moving
toward the pile and lingering in the area until teams are moving back toward their huddles
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before looking to mark the ball ready to play. Immediately after signaling the ball ready to
play you are responsible for Team A substitutions entering the field, and giving the signal of
both arms extended indicating Team A is restricted from snapping the ball IF Team B is
attempting to match substitution.
3. Remember that you do not need to wait until the ball is placed on the ground to mark the ball
ready. Don’t stand and wait for the umpire. If he is at the spot and is holding the ball, or
about to place the ball, mark it ready (if 25-second clock applies)
4. When a first down occurs and a new series is to be awarded, move toward the linesman and
release the chains to be set.
5. On dead ball fouls prior to the snap (false start, delay, Team B offside with contact), give one
signal as the umpire marks off the foul.
6. When giving any foul signals, move quickly to an open area two to three yards away, clearing
from players and give the preliminary signal. Often referees will WALK to a spot, eight to ten
yards away before giving a signal. You do not have to discuss enforcement spots, call
captains etc before giving the preliminary signal. As soon as the penalty information is
presented by the calling official, move to give your preliminary.
Umpire
1. After dead ball responsibilities are over, and the play has ended in the side zone, hustle past
the inbounds line, creating an angle by moving into an open area in up field (toward Team B’s
goal line) from the dead ball spot. HUSTLE the ball into the inbounds spot. The umpire has
sole responsibility to spot the ball after the down.
2. When moving from the side zone, as you approach the inbounds line, look through to the off-
side flank official who should be at the progress spot. Use him to spot the ball, rather than
turning back toward the official in the side zone. This eliminates the “dodging” of Team B
players who are following you to the spot and are between you and the official in the side
zone that you are returning from to spot the ball.
3. After a change of possession, especially punts, swing out into the side zone of the team who
has possession, obtain the game ball, and then move to the new spot. Often umpires will run
to the spot, stand waiting for a ball, then often moving from the spot to receive a new ball.
Moving back to the spot and then moving the old ball off the field.
Flank Officials
1. Utilize cross field mechanics. Offside officials pick up progress spots, especially when plays
are in opposite side zone. This allows the umpire to use you when spotting the ball.
2. When the linesman has initial progress on a play where a first down (and series) is to be
awarded, the line judge should pinch in more than usual and “release” the linesman from the
progress spot so that he can move to the sidelines to wrestle with the chain gang.
3. When you have a dead ball foul at the line of scrimmage (false start, Team B offside with
contact, etc), run into the umpire to report, DON’T walk in to the middle of the field. Do NOT
give preliminary signals.
4. After a change of possession during a scrimmage down, be aware that you will have
responsibility for getting the ball if Team B is on your sideline. When the dead ball action is
over, move quickly to get the ball from the ball boys.
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5. Prior to the start of each half, at least two minutes before kickoff, LJ insure that your team is
on the sideline and HL insure that your chain crew is present and ready to start the half.
6. HL: if the down box is near the 5-yard tape on the yardage chains, signal the Referee
whether a first down will occur if a 5-yard penalty by defense occurs.
Deep Officials
1. Consistent timing of dead ball periods prior to a free kick. Follow procedure and have the
teams moving onto the field approximately 40 seconds after the previous play. Don’t let this
interval turn into a two to three-minute break.
2. Consistent timing of charged time outs. At 40 seconds FJ and SJ informs the teams and BJ
at 55 seconds inform the referee time out is over. Don’t let the timeout turn into a two-minute
break.
4. If you have a foul during a down, when the play is over hustle to the referee with your foul
information. Don’t stand at the spot and make the referee find you.
5. Prior to the start of each half, FJ and SJ insure that your captains are on the sideline at the
designated time. BJ and LJ insure that your team is on the field two minutes prior to the kick
off.
6. After a PAT, jog up the sideline and move out to the center of the field for the subsequent
free kick within 30-40 seconds. Be waiting for the kicker, and hand him the ball as quick as
possible. Instruct him that the 25 second count will begin as soon as the referee blows his
whistle.
NOTE: If both teams are on the field ready prior to the timelines above, proceed with the ready for
play signal (unless radio or TV is involved).
As you may have noted, most of these suggestions occur during dead ball intervals, after player
action and dead ball officiating chores are satisfied. Each of the situations above should be part of
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your dead ball procedure. None are difficult, nor do they change how you officiate during the down.
If each official utilizes these suggestions consistently during the game, you will reduce the length of
any game.
After each change of Team possession, if Team A does not huddle after entering the field from their
sideline AFTER the ready for play signal, the UMPIRE will remain over the ball until the referee
releases the umpire. The referee will release the umpire in the same manner employed during a two
minute or hurry up offense.
It will be the referee’s responsibility to observe Team B’s reactions to Team A’s substitutions any time
after the ready for play signal. When the referee sees Team A substitutions near the huddle or enter
the formation, the referee will view Team B’s actions/reaction to the Team A substitution. If within 3
seconds Team B is reacting to Team A’s substitution, the referee will extend his arms horizontally.
Effectively while the referee’s arms are extended, Team A can not start the down. The umpire will
move toward or stay over the ball during this signal. If Team B reacts (within 2-3 seconds) of Team
A’s substitution, then the referee will hold the umpire on the ball until he is satisfied that Team B has
successfully matched up with the opponent.
I. Free Kicks
A. Offside
Team A player is offside on a regular free kick if the Team A player’s foot is down on the ground
beyond the restraining line prior to the ball being kicked. IF THE TEAM A FREE KICK is an onside
kick, Team A is ruled to have fouled (offside) if any part of the Team A player’s body is clearly beyond
the restraining line prior to the kick.
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Team B contact after this can still be considered a personal foul under section 9-1-2.
Exception: If punter carries the ball outside the tackle box, then attempts to punt the ball while
moving (‘rugby style’), contact with the kicker is not roughing the kicker, but other 9-1-2 personal
fouls can be called because of the type of contact that occurs.
2. When the down has ended, and the clock continues to run when it should have been stopped per
rule, add three (3) seconds back to the clock ONLY if no official has accurate information regarding
the necessary correction.
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Team A, and the ball was not catch able (thrown to other side of the field), NO OPI will be considered.
The action could still be a personal foul, holding or other rules pertaining to illegal contact.
4. If an UNTOUCHED legal forward pass falls INCOMPLETE within one yard beyond the line of
scrimmage, the legal forward pass has not crossed the line of scrimmage for the purpose of
determining ineligibles downfield or passes interference. This does not apply to a play where the
quarterback throws a legal forward pass from outside the tackle box to avoid loss of yardage. (Rule 7-
3-2 Exception).
5. If the passer is near the line of scrimmage when he throws a legal forward pass, he will be
considered to have crossed the line if his foot is on the ground and his body is clearly beyond the line
of scrimmage prior to releasing the pass.
6. In order to complete a catch, the receiver must have control and possession. If the player
receives a pass, and loses possession immediately upon contacting the ground, the pass is
incomplete. One criteria of clearly establishing control and possession includes the completion of a
football act. This includes attempting to turn up field, avoid an opponent, or change direction. If there
is doubt that all three criteria (control, possession, complete a football act) have been met, the pass is
incomplete.
7. If the passer, during an apparent passing attempt, has the ball above his shoulder pads while in a
throwing motion and the ball comes loose and is not caught, it is ruled an incomplete pass by the
Referee.
8. Ruling on a forward-backward pass behind the line of scrimmage is the responsibility of the official
whose direction the pass was thrown to.
9. If the passer is legally throwing the ball away out of bounds, do not penalize Team A for having
ineligible players downfield.
10. If the passer is legally throwing the ball away down field, do not penalize Team A for having
ineligible players downfield if the ineligibles are within 3 yards of the line of scrimmage.
1. OVERVIEW
Per rule, pass interference requires all 3 of the following:
1. Legal forward pass that is catch able;
2. Legal forward pass that has crossed the line of scrimmage;
3. Physical contact.
Physical contact can be identified by the following characteristics which occur as the play develops:
Obvious Intent to Impede
Advantage/Disadvantage
Restriction – Defense
Separation – Offense
2. DEFENSIVE PASS INTERFERENCE
Defensive Pass Interference includes the obvious intent by Team B to impede the opponents attempt
to catch or ability to move into position to catch the pass.
Contact & RESTRICTION is the key. Hands on mean nothing; what did he do with the hands?
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The following are six acts that normally occur to restrict or impede the opponent’s ability to catch the
football.
A. NOT PLAYING THE BALL
Where is he looking? If not looking back at the ball – suspect!
Is he beat? (Including tangling of feet by the defender from behind – suspect!)
B. PLAYING THROUGH THE BACK
Defender is behind the receiver.
Receiver pitches forward prior to the ball getting there.
C. ARM GRAB
Defender side-by-side or slightly behind receiver
Receiver only reaches for ball with one hand or reaches with “alligator” arms.
D. ARM BAR
Defender side-by-side or slightly behind receiver
Defender’s arm extended across receiver’s body – Think “Framework of Body;” defender must play
within.
E. CUT-OFF
Defender may be looking back at the ball.
Defender angles in front of receiver making contact – typically as the defender moves towards
sideline. Defender’s actions cause the receiver to break stride, or is forced towards sideline.
F. HOOK AND TURN
Defender is typically behind receiver – hand around waist/shoulder.
Receiver’s body turns prior to ball getting there – OBVIOUS shoulder turn!
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Remember, the offensive player can be guilty of offensive pass interference because
of the 6 acts mentioned above in the defensive pass
interference section. This would occur when the offensive
player is now in the position of attempting to restrict or impede
the opponent’s attempt to intercept the pass.
Concentration/Comfort Zone
- One of the biggest factors – taking a play off; distracted; dwelling on a previous play;
fatigue
- Ex.: Got a DPI on a previous play, but same player, same play, same outcome and
official doesn’t call it because he let his guard down – thought he “got ‘em” already.
- Ex.: Team is up comfortably (e.g., 10 points or more) late in the game. Team behind
is trying to catch up, but PI is missed because official was in a “comfort zone” –
thought the game may be in hand at this point.
- CONCENTRATE EVERY PLAY
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FOR UMPIRES AND REFEREES
Background
The general philosophy defining a holding penalty that has been utilized to augment the rulebook
definitions is the following:
1. Act occurs at the point of attack and affects the play’s outcome.
2. Opponent has been put at a disadvantage or impeded by the act.
3. Takedowns** are always called regardless if at the point of attack.
(**Takedown is defined as tackling the opponent and bringing him down; grabbing him from behind
and pulling him down; etc.)
Change
The refinement to our philosophy will be to the point of attack on the following play situation:
1. If a hold occurs between the Team A tackle positions on or behind the Team A line of
scrimmage and the Team B player can still make the play behind the line, there will not be a
flag.
2. Team B player is considered to have made the play if he is under control, and then makes
the tackle, knocks down or intercepts a pass, or recovers a fumble.
3. If he can make the play as described above, then by philosophy, he has not been put at a
disadvantage or restrained.
4. Umpires and Referees may have what appears to be a slow or delayed flag for holding if the
Team B player is restrained, and thus does not get to the play.
5. If a flag is thrown, and the player subsequently becomes involved and makes the play as
described in #2, the flag will be waved off. The explanation will be that holding did not occur.
Judgment Criteria
For holding to be called, apply one or more of the judgment criteria below during the play as action
occurs against the Team B player:
1. The inability of the Team B player to turn or change direction due to continued, restrictive
contact.
2. While blocking, Team A player has arms around Team B player and is turning B’s upper
body.
3. The inability of Team B to gain separation or to disengage from the opponent by turning,
twisting, stopping, etc.
4. As the result of Team A’s actions, Team B’s balance is changed or natural foot movement is
taken away.
On running plays sweeping outside the tight end position, there is usually a defensive player on the
end of the line, engaged with an offensive lineman or a wide receiver, which are blocking against
defensive secondary players.
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Judgment Criteria
For holding to be called, look for one or more of the following events to occur against the Team B
player:
1. Inability to turn or change direction due to continued contact
2. Team A while blocking has arms around Team B player and holding or turning B upper body,
or the inability of B to gain separation by turning, stopping, twisting etc.
3. As a result of Team A’s action, B player balance is drastically altered or natural foot
movement is taken away.
In any of the downfield blocking situations, if the opponents are squared up, moving with each other
and none of the judgment criteria mentioned above are observed, there will be no holding.
In any instance, holding will NOT be called on a double team block (exception, part of the double
team includes a takedown or the opponent frees himself from the contact and then is pulled back).
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6. Summary
This should clearly define and increase your awareness of the defenseless player and flagrant acts
against that player will require immediate ejection.
C. Ruling On Fumbles
If there is doubt regarding whether a player is down or has fumbled a live ball, The
ORGANIZATION’S philosophy will be that a live ball was fumbled. (Exception is when forward
progress has been stopped).
E. BLOCK IN BACK
1. If one hand of the blocker is on the back of the opponent, and the other hand is on the opponent’s
side, it is a block in the back if the initial force or push is with the hand on the back.
2. If the initial force or push is with the hand on the opponent’s side, the block is from the side and
legal.
3. If the blocker is in “chase mode” (behind the opponent), all action must be from the side.
4. A block in the back will not occur if it occurs AFTER a fair catch is completed, the ball is dead in
the end zone, or away from the fair catch and contact away from the fair catch is MINOR.
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5. Any block in back after the down is over can still be a dead ball personal foul if they are flagrant or
qualify as a personal foul (forearm to the back, helmet used to deliver a blow etc) In these instances
the penalty would be a personal foul.
25
COMMUNITY COLLEGE
FOOTBALL OFFICIALS ASSOCIATION
(THE ORGANIZATION)
Part 2
26
Contents of this page will be CCFOA Exceptions to the 2017 CCA
Mechanics Manual. These minor changes are to either reflect actual
process for administrative issues or philosophies/mechanics that are
appropriate for the game at our level
Pre Game Meeting With Game Support Staff (timers, chain crews etc)
Changed timing to interval between 35 to 50 minutes prior to kick off and will usually occur on
the field. (See page 6 of Supplemental Guidelines)
Scrimmage Kick
If kick goes out of bounds in flight beyond the line of scrimmage, the deep official will move to
the inbounds spot and sell the call. Referee will concentrate on the players between the
referee and umpire after the kick has been made. This is a key area for targeting fouls
against a defenseless player. (See page 11 of Supplemental Guidelines)
27
COMMUNITY COLLEGE
FOOTBALL OFFICIALS ASSOCIATION
(THE ORGANIZATION)
Part Three
Administrative
28
CHAIN CREW PROCEDURES
The following standard set of instructions to box men and chain crews has been adopted so that all
crews will operate under the same set of procedures in NCFA football games. Top performances by
box men and chain crewmembers are essential to the administration and conduct of games, and all
shall carefully observe these instructions.
PRE-GAME DUTIES
1. Home management is to appoint the box men and chain crews. They will wear uniforms
designated by the home school; with contrasting slip over jackets or vests to distinguish them
from game officials and other sideline occupants.
2. Chain crew personnel shall report to the Linesman and Line Judge on the field no later than
forty (40) minutes before game time. He will discuss this set of instructions thoroughly with
the chain crew. The Linesman shall then make certain the chains and the official down box
have been placed on the sideline opposite the press box, with the auxiliary box on the
other side of the field, and that all are in good working condition. If available, a spare set of
chains should be located on the Linesman’s side of the field.
3. Chainmen and box men shall meet the Linesman on the sideline opposite the press box five
(5) minutes before game time and also five (5) minutes before the end of halftime
intermission.
GAME PROCEDURES
1. Members of the chain crew must act only on the Linesman’s or Line Judge’s instructions,
not moving until signaled to do so by the Linesman, and then quickly to new positions.
Exception: The chain crew will be instructed to remain in place if they see a flag even though
signaled to move.
2. When a runner or pass receiver is going out of bounds and in his (their) immediate vicinity,
the involved chainman (and/or box man) should move backward taking the stake (or box) out
of the area to prevent possible injury to players. The chainman away from the play should
hold his spot if possible.
3. The Linesman or Line Judge will personally set the spot of all first downs by going to the
sideline and marking, while facing the field of play, the exact spot where the rear stake will be
set. The forward chainman will then be sure the chain is extended to its full length before
setting his stake.
4. The box man (chain side) on every new series of downs will set the box at, and in front of, the
rear chain stake. The clip person will place a clip on the chain at the point where the nearest
five (5) yard line intersects the chain. The box must be held in an upright position at all times
with the down correctly shown. The entire crew will back away from the sideline to the six-foot
reference points (or six feet) and reset the chains and box. The clip person will set the chain
and allow each stake person to pull the chain tight. The Linesman must impress upon the
crew the importance of accurately setting the chains straight back off the sideline.
5. The box man is to show the number of the down just completed and shall not indicate the
new down until so notified by the Linesman or Line Judge. On instruction from the Linesman
or Line Judge, he will move the box to the new position (six feet away from the sideline) with
the marker placed at the forward point of the ball and then change to the correct down.
29
6. On all measurements for a first down, when the chains are moved onto the field, the box man
(chain side) is to place his box in the spot of the front stake until a new series of downs has
been declared or the chain is returned to its previous position. Exception: If a penalty was
called on the previous play, the box must remain at the previous spot.
7. The position of the alternate box man on the press box side of the field is not official and he
will set his auxiliary box (six feet of the sideline) so that his position agrees with the official
indicator. The alternate box man is to delay moving until after the chains have been set and
the ready for play signal on the succeeding down is given by the Referee. It is important that
the box man on the side opposite the chain crew hold the previous spot on all long passes,
runs and kicks so that this spot will be available in case of need to return to it. The chain crew
will, therefore, move immediately on the Linesman’s or Line Judge’s signal, with the box
man on the opposite side of the field delaying until the ready for play signal is given and he is
sure no foul has been called on the previous play.
8. In addition to the chain and down indicator on the side away from the press box, NCAA
institutions may use a ground target marker. The ground target marker will be placed
approximately 6 inches in front of the forward stake, perpendicular and adjacent to the
sideline by the member of the chain crew carrying the front “stake” of the chain. On the press
box side, in addition to the auxiliary box at the line of scrimmage, a ground target marker will
be operated. The sideline crew member operating the auxiliary box or another person will
also be equipped with a ground target marker which will be placed on the ground
approximately 6 inches in front of the forward stake, perpendicular and adjacent to the
sideline. The auxiliary box and ground target markers will be unofficial. No additional field
markings are needed for this procedure.
9. The box men will place the down indicator the line of scrimmage (six feet off the sideline) on
all try for point situations. This will aid players and officials in determining the line of
scrimmage on plays toward the sidelines. The chains are to be laid down outside the limit
line.
10. Whenever a first down is established inside the opponents’ ten-yard line, the chains are to be
laid down outside the limit line and only the down indicator will be used. A clip should be
attached to the chain for the first down should it become necessary to return to that spot.
11. If the sideline becomes crowded and the chain crew does not have room to efficiently
discharge its duties, the crew is to notify the Linesman or Line Judge immediately so that he
may call a timeout and clear the sidelines before allowing the game to proceed.
12. If the game is delayed for any reason, the chain crew will remain with the officials.
13. Football is a game of “inches” and complete concentration of the chain crew is absolutely
necessary if it is to discharge its duties effectively. The chain crew must refrain from showing
any reaction to the events taking place on the playing field. It must be prepared to act
immediately on the instructions of the Linesman so that players, coaches, writers,
commentators and statisticians will know the exact situation concerning down and line to
gain.
30
CHAIN CREW INSTRUCTIONS
(For possible distribution to chain crew)
1. Act only on the Linesman’s or Line Judge’s instructions. Do not move until signaled to do so
by the Linesman, and then move quickly to new positions unless you see a flag.
2. When a runner or pass receiver is going out of bounds in your immediate vicinity, move
backward taking the stake (or box) out of the area to prevent possible injury to players. The
chainman away from the play should hold his spot if possible.
3. The Linesman or Line Judge will personally set the spot of the rear chain stake on all first
downs. The forward chainman will be sure the chain is extended to its full length before
setting his stake.
4. The boxman (chain side) on every new series of downs will set the box at, and in front of, the
rear chain stake. The clip person will place a clip on the chain at the point where the nearest
five (5) yard line intersects the chain. The box must be held in an upright position at all time
with the down correctly shown.
5. The entire crew will back six feet away from the sideline and reset the chains and box. The
clip person will set the chain and allow each stake person to pull the chain tight. Accurately
setting the chains straight back off the sideline is critical.
6. The boxman is to show the number of the down just completed. Do not indicate the new
down until so notified by the Linesman or Line Judge; then, move the box to the new
position with the marker placed at the forward point of the ball and then change to the correct
down.
7. On all measurements for a first down, when the chains are moved onto the field, the boxman
(chain side) is to place his box in the spot of the front stake until a new series of downs has
been declared or the chain is returned to its previous position. Exception: If a penalty was
called on the previous play, the box must remain at the previous spot.
8. The alternate boxman will set his box, six feet off the sideline, so that his position agrees with
the official indicator. The alternate boxman is to delay moving until after the ready for play
signal for the succeeding down has been given by the Referee. The alternate boxman must
hold the previous spot on all long passes, runs, kicks, and at the end of the first and third
quarters so that this spot will be available in case of need to return to it.
9. A ground target market will be placed approximately 6 inches in front of the forward stake
adjacent to the sideline by the member of the chain crew carrying the front “stake” of the
chain. The auxiliary boxman or another person will also place a ground target marker
adjacent to the sideline at the line to gain.
10. The boxmen will place the down indicator on the line of scrimmage (six feet off the sideline)
on all try for point situations. The chains are to be laid down outside the limit line.
11. Whenever a first down is established inside the opponents’ ten-yard line, the chains are to be
laid down outside the limit line and only the down indicator will be used.
12. If the sideline becomes crowded and the chain crew does not have room, notify the
Linesman or Line Judge immediately so that he may call a timeout and clear the sidelines.
13. If the game is delayed for any reason, the chain crew will remain with the officials.
14. Refrain from talking with players, coaches or other persons on the sidelines and from
showing any reaction to the events taking place on the playing field. Be prepared to act
immediately on the instructions of the Linesman.
31
BALL PERSON PROCEDURE AND INSTRUCTION
(For possible distribution to Ball Persons)
It is important that each crew instructs and work with Ball Persons uniformly throughout the season.
Consistency from all our officials is an expected mechanic. The FJ and SJ will instruct the Ball
Persons at their pregame meeting. Ball Persons must be at least 16 years of age.
The meeting with Ball Persons shall take place on the field in the home team’s bench area. This
should occur about 50 minutes before kick off. Ball Persons will be in uniform (e.g., pull over vest in
orange or red, etc.) that distinguishes them from other game administration persons.
1) Introduce yourself and record first names of Ball Persons on your game card. Specify the side of
the field you will be working. Tell Ball Persons the name of the official working opposite you.
2) Assign persons to side of field they will be working. Try to pair an experienced person with one
with less experience. If you have more than four Ball Persons, assign extras to be 'shuttle'
runners.
3) 'Pep Talk' to Ball Persons about their importance to the orderly flow and administration of the
game. Make them feel important to the game's success. Be sure they understand the need to
focus on the game with their undivided attention without being distracted or expressing partially to
either team.
4) If raining or wet field conditions, make sure they have enough towels to aid in drying balls. Also,
we may need a new dry ball for each down when we are using 'wet ball' mechanics.
5) Give Ball Procedures to Ball Persons: (Generally each team will have their footballs on their side
of the field only. Adjust the following comments when necessary to reflect the fact that when the
ball persons “team” is on offense, you will use need him on every play!!)
a) Prior to game, FJ and SJ will need a ball from the team on their sideline for the coin toss.
b) For normal scrimmage plays, one Ball Person positioned slightly ahead of the line of
scrimmage, another Ball Person positioned 10 yards down field. Stay away from players
when possible and stay at least 6 feet from sideline when the ball is in play.
c) For free kicks, position Ball Persons near 30-yard line of receiving team for normal kickoffs
(at about 50 yard line for free kick after a safety). Adjust position if there is a penalty.
d) Ball Persons shall carry one ball from each team with them. Keep a ball of the team in
possession in throwing hand. If Ball Person is a member of a team, he will handle his team’s
footballs only.
e) When play ends on your side, come to sideline holding correct ball up and in front so official
can see it. DO NOT come onto field. Relay or hand ball to official on his request.
f) A new ball will be required when a play ends between the numbers and sideline. If ball goes
out of bounds, we will need any ball to spot at sideline. The correct ball will then be relayed
into field of play for spotting at the hash mark for the next play.
g) If ball goes out of bounds on pass or run, we will bring in a new ball from that sideline. The
other Ball Person should retrieve the old ball if necessary.
32
h) Ball Persons retrieve all balls out of bounds and some long passes away from all players and
after the play is over.
i) Tell your Ball Persons which mechanic you will use after a change of possession - ball
always coming in from the side of field with the team that will next put the ball in play.
j) After any try or successful field goal, UMP will come to side of scoring team to get a ball for
the next kickoff. Be at 15-yard line to complete this exchange. Give UMP a ball of the team
that will next kick off.
k) Try to keep at least two balls of each team on both sides of field. Use 'shuttle' persons, if
available, to keep this balance. Extra Ball Persons can assist in retrieving kicked balls after
field goals and trys, even if the ball goes into the stands.
l) Give last used ball to Ball Persons before leaving field when the first half and game ends.
m) Ball Persons will be responsible for balls at halftime. Keep balls in team bags and be ready
when officials come back onto field for 2nd half (5 minutes before 2nd half kick off). FJ will get
a ball from Ball Persons for the 2nd half kick off.
n) Instruct Ball people to make sure all balls are returned to each team in their team bags after
the game is over.
We should be consistently thorough in our meetings with the Ball Persons throughout the season.
Even with an experienced set of people, avoid rushing instructions. For new Ball people, be patient
and do not leave a point until it is understood. It is a good idea to provide newer people with a Ball
Persons Instruction Sheet for them to study.
33
40/25 Second Play Clock
Summary
The game official(s) will declare the ball dead and indicate the end of a down through one of the
following signals:
1. Raised arm held directly over his head;
2. Incomplete signal;
3. Stop the clock signal;
4. Wind the clock signal (on plays ending near the sideline)
When the end of the down is signaled, the 40 second play clock should be activated. Once activated
the 40 second play clock will run until the ball is next snapped or if the play clock runs down to :00
prior to the next snap (delay of game). The 40 second play clock will always be used after each down
unless the GAME CLOCK and game action is halted for the following situations:
A. To administer a penalty;
B. A charged team time out is taken;
C. The chains are brought on the field to measure for a first down;
D. The down ends with a change in team possession (interception, fumble recovery, kick play);
E. Try for point after a touchdown;
F. Start of a new period;
G. The first play of each series in overtime;
H. Free kick after a score (touchdown, successful field goal, or safety);
I. Offensive team’s helmet comes off;
J. Injury to offensive team player;
K. Media timeout;
L. Administrative stoppage (equipment becomes illegal, clock malfunction or reset, chains
become broken, certain situations related to 10 second run off rules)
For each of the instances in “A through L” above the GAME CLOCK and game action must be
stopped by the official(s) using the “stop the clock” signal, and at which time the play clock will be
manually set to 25 seconds. The 25 second play clock will then start ONLY with the referee’s ready
for play signal.
The 40 second play clock can be running even though the game clock has been stopped. Normal
game situations where this would occur include:
Team A is tackled in bounds beyond the line to gain, and when the down ends (based on an
official’s “stop the clock signal”) the 40 second play clock will be set and started although the
game clock has been stopped to move the chains;
Team A’s runner goes out of bounds, and when the down ends the official will give the “stop
the clock signal” which will stop the game clock, but the 40 second play clock is immediately
set at 40 and started;
Team A’s forward pass is incomplete, and when the down ends with the covering officials
“incomplete” signal that signifies the game clock will stop, but the 40 second play clock will be
immediately started.
There are also situations where the down ends, the 40 second play clock is started, and then there is
a stoppage of the game clock as outlined in A through L above. In those instances the REFEREE will
give the “reset the play clock” signal which indicates the play clock should be set at 25 seconds.
34
This reset of the play clock to 25 seconds is accomplished when the referee pumps one hand upward
over his head.
This outline provides a general summary related to the 40/25 play clock and the NORMAL game
situations which will regularly be encountered during a game.
The primary consideration in relation to the play clock is the play clock normally is operated based on
40 seconds, unless one of the examples outlined in A through L occur.
It is always the responsibility of the game officials to monitor the play clock situation and insure the
timer has properly administered the play clock according to the game situation. The play clock
operator is not authorized to make changes to the play clock outside the prescribed procedures
above.
(This information was formatted based on the 2014 CCA Football Officiating Manual)
35
GAME CLOCK OPERATOR PROCEDURES
The game clock is the official game timepiece. The assigned game clock operator (Timer) will work
under supervision of the Side Judge. Timer will report to Side Judge on the home team’s sideline 40
minutes before game time for instructions.. Discuss with them procedures for field to press box
communications. This includes location of Timer in press box and location of field phones for press
box communication.
During pregame meeting, SJ gives other officials correct time. Confirm game start time and length of
halftime with home management. If TV or Radio game, coordinate with Liaison person and Referee,
making sure all agree on the number of TV/Radio timeouts per quarter and length of TV/Radio
timeouts. Tell REF and UMP when to meet with coaches. Notify crew when time to go onto the field.
Carry or wear extra watch with you during the game.
1) Synchronize SJ's watch with Timer's watch. Make sure Timer has an extra timing device or
stopwatch if Timer needs to MANUALLY time the game by hand if game clock breaks. Field
Judge WILL NOT time game on the field. Timer must then locate himself on the sidelines near
the SJ as long as he has to manually time the game.
2) Find out if the clock is working properly. Note any problems or situations (e.g., parts of clock not
working, Timer cannot wind clock up - only down, blind spots on field, etc.). Tell Timer a horn or
buzzer should not sound when clock runs down to '00' and a play is still in progress. Horn or
buzzer should only go off after last play of a quarter is over. It may be necessary to turn off the
horn or buzzer function (if possible) to prevent it from going off prematurely.
3) Field clock is to start running down 60 minutes before game start. When the game clock reaches
one (1) minute prior to kick off for EACH half, have Timer reset to 15 minutes - normal time for a
quarter. FJ times the one-minute before kickoff for each half.
4) Discuss with Timer the standard officials’ signals that affect the clock (when to start or stop clock).
The game clock is to start or stop solely on signals from the officials. The Timer IS NOT to
anticipate a timing rule and start or stop the clock on his own.
5) When first and third quarter ends, reset clock to 15 minutes after Referee signals end of quarter
(ball held over head).
nd
6) Reset clock to 20 minutes for halftime count down immediately after the 2 quarter time expires.
After teams have cleared the field and Referee gives the Wind-the-Clock signal near goalposts,
start the 20-minute countdown. Game clock is the official device for timing halftime period.
7) Discuss how Timer will communicate to field officials when there is a clock problem. This could be
done via public address announcement. If clock is no longer official game timepiece, have Timer
come down to the field to time game. Both coaches are to be notified immediately when the game
clock breaks and time is to be kept on the field.
8) Should game clock become operative after a malfunction, SJ shall give timing duties back to
Timer. This includes telling Timer of time remaining in the half.
When SJ gets onto field before start of game, test to see if field phones are working and that SJ can
communicate with the Timer in the press box
36
GAME CLOCK OPERATOR INSTRUCTIONS
(For possible distribution to Game Clock Operators)
The Game Clock Operator should meet the Side Judge on the home team’s sideline 40 minutes
prior to kick off.
1) Synchronize your time with Side Judge's time. Carry extra timing device or stop watch in case
you need to MANUALLY time the game by hand if game clock fails to work.
2) Insure game clock is working before game. Note any problems or situations and give this
information to the Side Judge before game. If the clock has a horn or buzzer feature, make sure it
does not go off during action of the last play of a quarter. Horn or buzzer should only sound after
all action of the last play of a quarter is over (ball is dead). It may be necessary to turn off the
horn or buzzer function, if possible, to prevent the buzzer from sounding while the last play of a
quarter is in progress.
3) Start game clock running down 60 minutes before kickoff. Be ready to start this count down on
Side Judge's signal. When clock reaches one (1) minute prior to kick off for EACH half, reset
it to 15 minutes - normal time for first quarter. The Side Judge will time the minute before
kickoff to start each half.
4) Make sure you understand official signals that indicate the starting and stopping of clock.
Start or stop the clock based solely on signals from the officials. DO NOT anticipate a
timing situation and take it upon yourself to start or stop the clock.
5) Ask Side Judge if you are unsure. DO NOT anticipate clock stopping or starting. Wait to get
proper signals from field officials.
6) At the end of the first and third quarters, reset clock to 15 minutes after Referee signals end of
quarter by holding ball over his head after time runs out in a quarter and all action has stopped.
nd
7) Reset clock to 20 minutes for halftime count down immediately after the 2 quarter time expires.
After teams have cleared the field and Referee gives the Wind-the-Clock signal near goalposts,
start the 20-minute countdown. Game clock is the official time for timing halftime period.
Again, when the clock reaches one (1) minute, reset it to 15 minutes before start of the
second half.
8) During pregame meeting tell Side Judge how you will contact him should a clock problem arise.
Be prepared to come down to the field to manually time the game in case the game clock
becomes inoperative.
9) If game clock becomes operative after a malfunction, Side Judge will give timing duties back to
you. This includes you informing the officials after each play within 5 minutes remaining in the
half.
10) Be prepared for Side Judge trying to talk to you in the press box before game starts. This is to
see if field phones are working properly and the two of you can communicate during the game
should a timing problem arise.
37
COMMUNITY COLLEGE FOOTBALL OFFICIALS ASSOCIATION
PROCEDURE FOR EJECTIONS
38
COMMUNITY COLLEGE FOOTBALL OFFICIALS ASSOCIATION
Responsibilities Of The Area Representative
The position of the Area Representative (“Area Rep”) is critical as a liaison to the independent
contractors who will be working football games for “The ORGANIZATION”. The position has a key
leadership role in assisting “The ORGANIZATION” with the implementation of the programs that will
continue the growth of each and every official and “The ORGANIZATION”.
The responsibilities of the position are listed below. In accepting this position, it is imperative that the
Area Representative is available and fulfills the requirements as defined. The communication and
integration of the education program is dependent on the Area Representatives commitment.
Study Sessions
The area representative will be responsible for conducting at least 5 meetings for the purpose of
presentation of “The ORGANIZATION’S” education and training program. The responsibilities
include:
1. Securing a facility that is conducive to a meeting including adequate audiovisual equipment to
present the training tapes;
2. Setting and informing the group of the meeting date, time and location;
3. Facilitating the discussion of the material as outlined for each meeting and insures that all
information is presented;
4. Taking attendance and forwarding the information;
5. Holding 4 meetings during the summer after the Area Representative’s meeting and the
mandatory clinic.
6. Holding 1 meeting post-clinic and pre-season.
Scrimmages
1. Assign officials to cover the summer scrimmages of the NCFA member schools in the region.
2. Insure officials work the number of assignments as required by “The ORGANIZATION”.
th
3. Complete the scrimmage assignments by the 10 of August for distribution to the officials.
There will be other miscellaneous areas of involvement that “The ORGANIZATION” may request the
area representatives to be involved or assist with.
As outlined above, the responsibilities and importance of this position cannot be understated. The
position is by appointment for one year, and is not an offer of employment or other implicit contractual
obligation. The Area Representative will receive a stipend for reimbursement of expenses.
39
COMMUNITY COLLEGE
FOOTBALL OFFICIALS ASSOCIATION
(THE ORGANIZATION)
Part Four:
CFO Philosophies
Of Officiating
40
Ball-Spotting
1. The ball can be placed on a yard line to begin the next series after a change possession. For
example, if a punt return ends with the ball between team B’s 33 and 34 yard lines, move the ball
forward to team B’s 34 yard line. At all other times, the ball is placed where it became dead.
(Exception: If the change of possession occurs on a fourth-down running or passing play, the ball will
be left at the dead-ball spot to begin the next series.)
2. If a punt is downed inside the B5 yard line, the ball will be left on that spot and NOT moved to the
nearest yard line.
Line of Scrimmage
1. Officials will work to keep offensive linemen legal and will call a foul only when obvious or when a
warning to the player and a subsequent warning to the coach are ignored. Don’t wait till the fourth
quarter to enforce the rule. (SG Page 20, D-1)
2. If the offensive player is lined up with his head clearly behind the rear end of the snapper, a foul
will be called without a warning. (SG Page 20, D-1)
3. Don’t be technical on an offensive player who is a wide receiver or slot back in determining if he is
off the line of scrimmage. When in question, it is not a foul. (SG Page 21, D-3)
4. Wide receivers or slot backs lined up outside a tight end will be ruled on the line of scrimmage and
covering the tight end if there is no stagger between their alignments. If in question, the tight end is
not covered up.
5. When in question regarding player position on movement by the defense into the neutral zone
which causes the offense to move, a player is moving toward the offensive player. This protects both
that player and the two adjacent offensive players. (SG Page 21, D-6)
6. Anytime a defensive player initially aligned tight to the line of scrimmage jumps forward and there
is a question whether he was in the neutral zone and the appropriate offensive player(s) moves, shut
the play down and penalize the defense.
7. Anytime a defensive player shoots the gap, and there is a question as to contact, err on the side of
offside and shut the play down to avoid a free shot on the quarterback. (SG Page 21, D-6)
8. Formations during the execution of a trick or unusual play have the highest degree of scrutiny and
should be completely legal. (SG Page 21, D-5)
9. When in question, a quick or abrupt movement by the center or quarterback is a false start.
Fumbles
1. When in question, the runner fumbled the ball and was not down. (SG Page 20, Item C)
2. When in question regarding whether the quarterback passed or fumbled, it will be ruled a fumble.
(However, if passing arm is above the shoulder and in throwing motion, see SG Page 15, D-7)
1. Early contact by a defender who is not playing the ball is defensive pass interference provided the
other requirements for defensive pass interference have been met, regardless of how deep the pass
is thrown to the receiver.
41
2. Playing through the back of a receiver in an attempt to make a play on the ball.
3. Grabbing and restricting a receiver’s arm(s) or body in such a manner that restricts his opportunity
to catch a pass.
4. Extending an arm across the body (arm bar) of a receiver thus restricting his ability to catch a pass,
regardless of whether or not the defender is looking for the ball.
5. Cutting off or riding the receiver out of the path to the ball by making contact with him without
playing the ball.
6. Hooking and restricting a receiver in an attempt to get to the ball in such a manner that causes the
receiver’s body to turn prior to the ball arriving.
1. Initiating contact with a defender by shoving or pushing off thus creating separation in an attempt to
catch a pass.
3. Blocking downfield during a pass that legally crosses the line of scrimmage.
2. Offensive pass interference will not be called on a screen pass when the ball is overthrown behind
the line of scrimmage but subsequently lands beyond the expanded line of scrimmage (up to three
yards) and linemen are blocking downfield, unless such blocking prevents a defensive player from
catching the ball.
3. It is not offensive pass interference on a pick play if the defensive player is blocking the offensive
player when the contact occurs and doesn’t make a separate action, or if the contact occurs within
one yard of the line of scrimmage. (SG Page 17, Item D)
2. When in question on action against the passer, it is roughing the passer if the defender’s intent is
to punish.
3. The quarterback can throw the ball anywhere if he is not under duress, except spiking the ball
straight down. The clock is not a factor. Exception: Rule 7-3-2-e allows the quarterback to spike the
ball to stop the clock.
4. An uncatchable pass must be blatantly uncatchable in order to disregard a foul for pass
interference
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5. If the quarterback is outside the tackle box and is throwing the ball away to avoid a sack, when in
question as to whether the ball is beyond the neutral zone, it is beyond the line. Don’t be technical.
6. If the passer is contacted after he starts his passing motion, then it may be ruled no intentional
grounding due to this contact.
7. If the passer is contacted clearly before he starts his passing motion, then there will be a foul for
intentional grounding if there is no eligible receiver in the vicinity or if the pass does not reach the line
of scrimmage after the quarterback has been outside the tackle box.
8. If an interception is near the goal line (inside the one yardline) and there is a question as to
whether possession is gained in the field of play or end zone, make the play a touchback. (SG Page
16, Item E)
9. If the passer is legally throwing the ball away out of bounds, near or beyond the sideline, do not
penalize the offense for having ineligible players downfield.
Blocking
1. Takedowns at the point of attack, those in the open field, within the tackle box and affecting the
result of the play create special focus and should be called in those situations. (SG Page 18,
Background Item 3)
2. If there is a potential offensive holding but the action occurs clearly away from the point of attack
and has no (or could have no) effect on the play, offensive holding should not be called.
3. If there is a potential for defensive holding but the action occurs clearly away from the point of
attack and has no (or could have no) effect on the play, defensive holding should not be called.
Example: A defensive back on the opposite side of the field holding a wide receiver on a designed
run play to the other side.
4. For blocks in the back, if one hand is on the number and the other hand is on the side and the
initial force is on the number, it is a block in the back. The force of the block could be slight and still a
foul if the contact propels the player past the runner or prevents him from making the play. If the
force is clearly on the side, it is not a foul. If the blocker is in a “chase mode” all the action must be on
the side. (SG Page 21, Item E)
5. Blocks that start on the side and subsequently end up in the back are not fouls as long as contact
is maintained throughout the block or forcible contact that involves player safety.
6. Blocks in the back that occurs at or about the same time a runner is being tackled shall not be
called, unless they are personal foul in nature.
7. A grab of the receiver’s jersey that materially restricts the receiver and takes away his feet should
be defensive holding if other criteria are met, and could also be defensive pass interference.
8. Holding can be called even if the quarterback is subsequently sacked and there is an element of
time between the foul and the tackle..
9. Illegal block in the back can still be called on fair catches, but not if the illegal block occurs away
from the play as the fair catch is being made or the touchback occurs and contact is slight (personal
foul type actions should always be called). (SG Page 21, Item E)
10. Blocks in the back that are personal fouls in nature should be called regardless of their timing
relative to the runner being tackled.
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11. Rarely should you have a hold on a double team block unless there is a takedown or the defender
breaks the double team and is pulled back. (SG Page 19, end of page)
12. When in question if an illegal block occurs in the end zone or field of play, it occurs in the field of
play.
Kicking Play
1. The kicker’s restraining line on onside and short pooch kickoffs should be officiated as a plane.
Any player (other than the kicker or holder) breaking the plane before the ball is kicked should be
called for offside. (SG Page 14, Item I-A)
2. On a kickoff that results in a touchback, there is no foul for an illegal wedge formation.
3. Illegal block in the back can be called on fair catches, but not if the illegal block occurs away from
the play as the fair catch is being made, or the play results in a touchback and contact is slight. (Note:
Personal fouls should always be called.)
4. Blocks in the back that are personal fouls should be called regardless of their timing relative to a
fair catch.
5. It shall always be roughing the kicker if there is forcible contact to the plant leg, whether that leg is
on the ground or not. It shall be running into the kicker if a defender simply "runs through" the kicking
leg. (SG Page 14, Item II-A)
6. All other contact shall be based on the severity and the potential for injury to the kicker.
7. When in question a foul by the receiving team on a scrimmage kick occurs AFTER the kick.
2. If the whistle has blown and a runner continuing to advance down the sideline has eased up,
contact by the opponent against the runner is a foul. Officials should be alert and be sure any action
is not part of the initial play before calling a foul.
3. When in question as to whether the runner stepped out of bounds, officials should rule the runner
did not step out of bounds.
4. Substitution mechanics will be used in a situation in which a play ends with Team A players going
out of bounds into their own team area.
Scoring Plays
1. When in question, it is not a touchdown.
3. A non--airborne runner crossing the goal inside the pylon with the ball crossing the goal line
extended is a touchdown.
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Personal Fouls
1. If action is deemed to be “fighting,” the player must be disqualified.
2. When in question if an act is a flagrant personal foul or fighting, the player is not fighting.
3. When in question regarding hits away from the ball near the end of the play, consider it a dead-ball
rather than live-ball foul.
Unsportsmanlike Conduct
1. Allow for brief, spontaneous, emotional reactions at the end of a play.
2. Beyond the brief, spontaneous bursts of energy, officials should flag those acts that are clearly
prolonged, self-congratulatory, and that make a mockery of the game.
3. A list of specifically prohibited acts is in Rule 9-2-1 (a) thru (h). That list is intended to be illustrative
and not exhaustive. All agree that when those acts are clearly intended to taunt or demean, they
should be penalized.
Game Clock
1. Any time loss due to the clock being started erroneously, such as when a dead-ball foul is called,
the clock must be adjusted.
2. As a guideline, referees should consider invoking Rule 3-4-3 when the game clock is under five
minutes of each half.
3. When in question, whether an UNS is a live ball or dead ball act, it is a dead ball foul.
Miscellaneous
• The ankle or wrist are considered part of the foot or hand, respectively and do not make a runner
down
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