GAME
CLOCK
Start
At the beginning of each quarter,
the game clock starts when one of the sprinters touches (not possesses) the
ball.
Stop
Thereafter, the clock will stop
every time the referee blows the whistle.
Restart
The clock starts when a player puts
the ball in play. This is signified by the ball leaving the hand of the player
taking the free throw. Examples: 1)
intentionally tossing the ball into the air or dropping the ball into the
water. 2) Swimming with the ball. 3) Switching the ball from hand to band.
NOTE: Sometimes a player retrieving the ball for a free throw will pick up the
ball with their off-band and switch the ball to their more dominant hand. This
is NOT considered putting the ball into play
Seven-Meter
Fouls: If the player with the ball is
fouled outside his/her offensive seven-meter line, the player may elect to
‘shoot the ball’. The clock would begin upon the shooting of the ball, (when
the ball leaves the hand of the shooter)
Neutral
Throws: (similar to the jump ball in
basketball) A neutral throw is treated like the sprint at the beginning of each
quarter when the clock begins upon the touching of the ball.
Penalty
Shot: If a player is taking a 4-meter
penalty shot, start the clock upon the sound of the whistle. If the shot is
missed, the ball is live and can be played by any player. If the
player scores, stop the clock.
The
Spot of the Foul: The old rule was
when a foul occurred; the ball had to be put into play at the very spot of the
foul. There are three parts to the new rule:
1. When a foul is called and the ball is closer to the
offensive goal than the spot of the foul, the ball must go out at least as far
as the foul was to the offensive cage, but it does not have to go out to the
very spot of the foul. Example: If the holeset is fouled and the ball is
knocked closer to the goal but not inside the 2-meter line, the free throw can
be taken by anyone on or outside the line of the foul, (offensive goal: the goal in which the
offensive team is trying to score.)
2.
If the ball gets knocked
into the 2-meter area after a foul, the free throw must be taken at the very
spot of the foul.
3.
If the ball is farther
away from the offensive goal at the time of the foul, the free throw is taken
from where the ball is at the time of the foul. Example: If the ball is
out at 7 meters and the referee call a
foul at the 2 meter position, the free throw is taken by the player at 7
meters.
NOTE: When the desk throws a ball to the goalie after a
missed shot, inexperienced timers have a tendency to start the clock when the
goalie receives the ball. Start the clock when the goalie puts the ball into
play.
PROBLEM: Very often, the player with the ball does not put
the ball in play and the referee does not signal (by blowing the whistle) for a
failure to put the ball into play (a technical foul resulting in a turn-over.)
A player has to put the ball into play “within a reasonable amount of time.”
The old rule was that the player had three seconds. The old rule is a good
guide as to what a “reasonable amount of time” means. Give the referee three
seconds to call the technical foul, if the technical foul is not called, begin
the clock. DO NOT rely on the referee to drop his/her arm to signify that the
ball has been put into play. The referee is not required to leave his/her arm
up and then drop it when the player does actually put the ball into play.
End
of a Period
Let the buzzer sound for
approximately 2 seconds, but do not stop the buzzer until the referee
acknowledges the end of the period by blowing the whistle.
Synchronizing
Game Clock & Shot Clock
When to stop the clocks is easy, on
the whistle. It is important that both clocks start simultaneously. On the
Colorado system, this is not a problem. One button starts and stops both clocks
simultaneously. On the Maric system, either the shot or game clock operator
will say “go” or “start” or to signify the simultaneous beginning of the two
separate clocks.
Responsibility
to Scorekeeper
The timer in charge of the game
clock is responsible to tell the scorekeeper the time of any ejection/penalty,
goal or time-out and to which team (blue/white) the goal ejection/penalty, goal
is charged. Example of what you should say: “Ejection at 3:23, 12 Blue.” You
may have to repeat this a few times for the scorekeeper.
SHOT CLOCK
It is helpful to think of the shot
clock as a possession clock. The team with the ball should have a full 35
seconds to attempt a goal.
Start
At the beginning of each quarter,
the game clock starts, when one of the players possesses, not touches, the
ball.
Stop
Thereafter, the clock will stop
every time the referee blows the whistle.
Restart
The clock starts when a player puts
the ball in play. This is signified by the ball leaving the hand of the player
taking the free throw. Examples: 1) intentionally
tossing the ball into the air or dropping the ball into the water. 2) Swimming
with the ball. 3) Switching the ball from hand to hand. NOTE: Sometimes a
player retrieving the ball for & free throw will pick up the ball with
their off-hand and switch the ball to their more dominant hand. This is NOT
considered putting the ball into play.
The
Spot of the Foul: The old rule was,
when a foul occurred, the ball had to be put into play at the very spot of the
foul. There are three parts to the new rule:
1.
When a foul is called
and the ball is closer to the offensive goal than the spot of the foul, the
ball must go out at least as far as the foul was to the offensive cage, but it
does not have to go out to the very spot of the foul. Example: If the holeset
is fouled and the ball is knocked closer to the goal but not inside the 2-meter
line, the free throw can be taken by anyone on or outside the line of the
foul, (offensive goal: the goal in
which the offensive team is trying to score.)
2.
If the ball gets knocked
into the 2-meter area after a foul, the free throw must be taken at the very
spot of the foul.
3.
If the ball is farther
away from the offensive goal at the time of the foul, the free throw is taken
from where the ball is at the time of the foul. Example: If the ball is out at
7 meters and the referee call a foul at the 2 meter position, the free throw is
taken by the player at 7 meters.
NOTE: When the desk throws a ball to the goalie after a
missed shot, inexperienced timers have a tendency to start the clock when the
goalie receives the ball. Start the clock when the goalie puts the ball into
play.
PROBLEM: Very often, the player with the ball does not put
the ball in play and the referee does not signal, by blowing the whistle, for a
failure to put the ball into play (a technical foul resulting in a turn-over).
A player has to put the ball into play “within a reasonable amount of time.”
The old rule was that the player had three seconds. The old rule is a good
guide as to what “a reasonable amount of time” means. Give the referee three
seconds to call the technical foul, if the technical foul is not called, begin
the clock. DO NOT rely on the referee to drop his/her arm to signify that the
ball has been put into play The referee is not required to leave his/her arm up
and thou drop it when the player does actually put the ball into play.
Reset
The shot clock is reset when:
--A
SHOT IS TAKEN
1.
reset immediately upon
release of the ball, not when the goalie blocks the ball.
2.
the ball need not reach
the cage to be considered a shot. If in your opinion you believe that the
player shot the ball, and then the player shot the ball, reset the referee will
correct you if you are wrong. You can
be sure that at least one coach will yell at you J
3.
After a shot, possession
begins when someone on offense or defense obtains the ball. Example: a shot is
taken within: 15 seconds remaining on the shot clock, the clock is reset on the
shot, the ball hits the cage and lands 5 yards away from the goalie. The goalie
takes: 05 seconds to get to the ball, the shot clock would read 30 seconds.
Reset the shot clock when the goalie possesses the ball to give the team a full
35 seconds.
--A
PLAYER IS EJECTED
1.
each time an additional
player is ejected, the clock is reset.
2.
the scorekeeper is in
charge of waving the ejected, player back into play.
--A
CLEAR CHANGE OF POSSESSION
1.
if a defender knocks the
ball from a player’s hand and they are battling to pick up the ball, let the
clock run. Wait for a clear change of possession before resetting.
--A
“BALL UNDER WATER” CALL
1.
this is a clear change
of possession.
--THE
BALL GOES PAST THE GOAL LINE
1.
the ball will be taken
at the 2-meter line near the sideline.
2.
The clock is NOT reset
if the ball is knocked by a defender out of bounds on the side line.
a.
If the offensive team
throws the ball out of bounds on a side line, this is a change of possession,
reset the clock.
--A
NEUTRALTHROW IS CALLED
1. The shot clock begins when someone possesses (not
touches) the ball.
-Note: DO NOT reset when a time out
is called.
Shut Down
The 35 shot clock is shut down when
there are fewer than 35 seconds on the game clock at the time of your most
recent resetting of the shot clock. The Colorado system shuts down the 35
second clock automatically.
a) Inexperienced timers often do the
following: reset the shot clock on a shot taken with: 50 seconds remaining in
the game. When the game clock runs down to :35 seconds, the inexperienced timer
will then shut down the shot clock thus giving the team with the ball a :50 second
shot clock.
End of a 35 Second Possession
Let the buzzer sound for
approximately 2 seconds, but do not stop the buzzer until the referee
acknowledges the end of the possession by blowing the whistle.
Synchronizing Game Clock & Shot Clock
When to stop the clocks is easy, on
the whistle. It is important that both clocks start simultaneously. On the
Colorado system, this is not a problem. One button starts and stops both clocks
simultaneously. On the Maric system, either the shot or game clock operator
will say “go” or “start” or to signify the simultaneous beginning of the two
separate clocks.
SCORE SHEET
The score sheet can be divided into
two main sections: (1) the top with names and statistics and (2) the more
important bottom portion with a time line of events and a small section for
quarter by quarter scoring.
The Important Bottom Section
TIME
Record the time of the event, goal,
ejection/penalty, time-out. Sometimes you will need to remind the timer to tell
you the time of the event. NOTE: The spaces are not grouped together by
quarters as you look at the sheet. Finish a column of spaces before going to
the next column.
CAP#
Record the cap number of the player.
TEAM
Write “W” or “B” depending on to
which team the event is charged. One team will always be white.
REMARKS
Use abbreviations.
“S” for a score
“E” for an ejection
“P” for a penalty (a four meter shot
is awarded for a penalty)
“TO” for a timeout (you can write
the word timeout in the space if you wish)
If the referee excludes someone from
the remainder of the game, write “major E”
W-B
This section is for a running score.
The first goal by the white team will be 1-0. If white scores again, write 2-0.
When you are recording an ejection, do not repeat the score from above in this
space, just make a short dash (-). This will simplify a later search for
ejections. For time-outs, you can leave this space blank or fill it, your
choice.
Timeouts
After recording the time-out in the
timeline of events, if there is a space, record the timeout time and period it
was called. 2:30-3. This would signify that a time-out was called during the
third period.
Results
The score by quarters is put in
these boxes. (This is not a running score of the two teams.)
At
the End of a Period
After the last recorded event of a
quarter, draw a line through the next row of boxes to signify the end of the
quarter.
At
the End of the Game
Circle the final score on the time
line of events and make a diagonal slash through any unused spaces. Have the
referees sign the score sheet.
The Top Section
DATE/PLACE/GAME
No.
If not filled out before your
arrival, most important to us are the date; which pool, game number and/or what
time the game was scheduled to begin.
TEAM
If you don’t know, ask the kids in
the water, they should know who they are.
NAME
In most tournaments, you will not be
provided with the names, so don’t worry. If players on one of the teams has a
higher number than on the sheet, don’t panic. If they do score or are ejected,
then, change one of the numbers on the sheet to suit your needs.
ATT
This box is for counting scoring
attempts. Rarely used. You’ve got enough things to worry about.
GOALS
BY QUARTER
Use roman numerals to signify goals.
Once you feel confident with “the book”, you can
Record goals scored during an
ejection with an “E” or use a “P” for a penalty shot goal. If you look down
each column you can quickly determine how many goals were scored in the quarter
and fill in the result in the boxes in the lower right-hand portion of the
page.
P.
FOULS
This section is extremely important!
You are responsible for raising the red flag when a player receives his/her
third ejection. Do not wait until the end of the period to tabulate a players
ejections like you would for their goals.
Write personal fouls in this section as soon as you have free time E2
is an ejection in the second period, not a player’s second ejection. Each
time another ejection is received, add another E or P for a penalty, with the
appropriate number superscripted to the letter.
Helpful Hint: When a player gets his/her second personal foul,
write his/her cap color and number (B12 or W8) in the margin at the bottom of
the page so you can quickly determine if someone has received a third ejection.
Waving
in Ejected Player
After 20 seconds, the ejected player
must be waved back into play. This is your job. First, use the game clock to
determine the re-entry time. If you rely on the shot clock and a shot is taken,
you may begin to panic when the shot clock is reset before it runs to 20.
Second, do not actually wave the flag. Hold the flag up so it is clearly
visible. Keep it raised until the
player sees it or there is a goal. You might turn it so the majority of the
face of the flag is pointed toward the player. Do not shout to get the player’s
attention, it is the player’s responsibility to pay attention.
Turn
Over Before 20 Seconds: If the ball
turns over before the 20 seconds elapse, the referee will wave the player in.
If it is close to the 20 second mark, use the flag, sometimes the referee
forgets about the ejected player.
NOTE: Do not raise the flag if the player is not in the
ejection area. They must be in the ejection area to be waved in. They must be
in the ejection area with their head breaking the surface of the water. Ask the referee before the game where the
ejection areas are. Generally they are in the corner opposite from the desk and
on the same side as their goalie.
Multiple
Ejections
Often two players, one blue, one
white, will be ejected and a neutral throw, (jump ball), will be awarded.
Regardless of which team wins the neutral throw, each player is out for 20
seconds. If the ball is turned over during the 20 seconds, the referees will
wave in the players. If it is close to 20 second mark, use the flags.
If during multiple ejections, one of
the players gets his/her third ejection, it is necessary to raise the red flag
crossed with the flag (blue or white) of that player’s team color. This is done
so everyone knows exactly which player
has majored.
Good
Luck!