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- A Line Judge is a man who knows the 24/7 events and rules and assists
the Circle Director in the administration of the games on the circle.
- 24/7 officiating requires efficiency and attention to details. Note
these four primary roles that a line judge assumes:
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- JUDGE — A line judge determines whether or not players violate the
rules.
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- WITNESS — A line judge, by emotions, attitude, and actions, strives to be a testimony to the unsaved
parents and clubbers of the life-changing power of trusting Christ as
Savior.
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- Read the 24/7 rulebook.
- Complete the coaches training.
You do not have to take the coaches test if you do not want to.
- Complete the following training. This training was taken from the Line
Judges Manual. Click here if you wish to download this manual.
- Complete the 24/7 Line Judges Test. (Test is found at the end of the
training)
- Show up the day of the event ready to have fun!
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- Remember, line judges are responsible to communicate primarily with the
circle director and the coaches. Line judges never “coach” the players.
Any coach has the right to request that you join him in discussing an
issue with the circle director. However, a coach does not have the right
to discuss any situation with the circle director without you being
present.
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- Each Line Judge must realize the crucial importance of accurate
communication. Here are some important guidelines:
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- Never get upset or take offense when a coach complains or asks a
question. Concentrate on what the coach is saying, rather than on your
feelings or emotions.
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- Never be pushy. If there is confusion, help the circle director slow
things down, so the confusion is cleared up.
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- Don’t GUESS! If you don’t know how to make a call, tell the circle
director what you know and let him make the decision!
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- As they are ready to start, tell the players, “Do your best,” and encourage them.
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- Never look at your responsibility as being against the coaches or
disputing them in any way. We are partners together in this ministry for
the Lord! Remain professional, friendly, and helpful, but never become
emotionally involved.
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- Review the manual and rulebook(s) several times.
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- Arrive at least one hour early.
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- If needed, obtain the roster sheets from your coaches; check the ages of
the children competing.
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- Line up on your assigned line for the flag ceremony. Move to the next
team for the first event, going counterclockwise. You will continue to
rotate counterclockwise for each event. In the Balloon Relay, you will
rotate with each heat.
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- Raise your hand when your team is ready to begin an event. The circle
director will then raise his hand to indicate the circle is ready.
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- Help the Circle Director determine the order in which the teams finish. Always
remember the place your team finishes. If your team is disqualified,
watch the other teams to determine which team is awarded the point.
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- Enforce the passing rule on Sprint Relay and Marathon Relay. Teams have approx. 2 steps to move to
the right after they have been touched.
If the team does not move, they will be interfering with the team
behind them.
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- Enforce the tag rule on Sprint Race, Marathon Race and 3-Legged
Race. Players are out if they are
tagged or passed. Players have
approx. 2 steps to move to the right after they have been tagged. If the player does not move, they will
be interfering with the player behind them.
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- Coaches are to get their next heat onto the floor quickly. Coaches are not allowed in the square
at all.
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- Players waiting to run in a relay own their section inside the
circle. They do not have to move
for other players from other teams.
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- You begin inside the circle, between the circle pin and the hash mark,
and as the game allows, moving off the diagonal so as not to interfere
with the team behind you.
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- Count to see if there are the correct number of players on the team
circle line.
- Make sure each player is in the proper location.
- When the team is ready, give the team leader the basketball.
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- Check to make sure the game leader:
- Has both feet inside the inner triangle.
- When passing or receiving the basketball, the game leader must keep
both feet on the floor.
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- Check to make sure the game leader:
- Does not go out of inner triangle to retrieve the basketball.
- Has possession of the basketball prior to leaving the inner triangle to
run around their circle pin.
- Has possession of the basketball when they get to the center.
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- Check to make sure the other players:
- Do not step over the circle line and stay in order. No “trailers” are allowed.
- Catch and return the basketball in succession.
- Are standing with both feet on the floor. Their knees may not touch the floor.
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- Make sure the teams perform a chest pass first, and then a bounce pass.
- No batting or slapping of the basketball is allowed. (Must use 2 hands).
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- If the basketball is dropped or missed, it may be retrieved by any
player, providing the player does not step inside the circle or outside
the team zone. However, the basketball must be thrown to the game leader
by the player who missed it or dropped it.
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- Your position is on the team starting diagonal out of the running area.
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- Check team circle pin for correct position.
- Make sure the first runner’s feet are behind the starting line.
- Hand baton to the first runner.
- Mark hands to assure players only run in specified events.
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- Watch for a false start.
- Watch the quadrant to the left of you for any rule violations.
- Make sure the baton is passed within the passing zone.
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- Make sure the last runner has his baton when he finishes.
- Count to be sure that your runners run the correct number of laps.
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- Stand on the diagonal out of the running area.
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- Help set the scoring pins on the five-foot marks.
- Check the runners’ leg tie to see that it is on the ankles.
- Make sure the runners are behind the starting line.
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- Watch the quadrant to your left for any rule violations.
- Enforce the tag rule.
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- (TREK ONLY) If runners fall near you, assist them out of the running
path ONLY if they are tagged or passed, and ONLY if you will not be in
the way yourself.
- (JOURNEY ONLY) If a team falls to the floor, they are out.
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- Kneel behind the proper mark on the team diagonal.
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- Make certain the beanbag is on the 25’ line.
- Make sure your team is outside the inner triangle, and inside the
circle.
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- On the signal, move the bag up one line, quickly with your hand. Keep
bag even with the line as you are moving to the next line.
- Teams must pull down their diagonal.
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- Immediately check each judge beside you to make sure all bags have been
moved.
- If the beanbag is moved off the diagonal line, do not move it forward
until it is time to do so. Do not take away an earned advantage.
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- Make sure that all players are holding onto the rope when the beanbag is
grabbed.
- If the team across the circle lets go of the rope too quickly, move into
a position to catch your players from falling.
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- Stand inside the circle on the team diagonal.
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- Make sure that the colored beanbag is in the center of the inner
triangle in a position consistent with all other team’s beanbags.
- Give the striped beanbag to player #1 (player farthest from starting
diagonal line).
- Make sure players are spread out along circle line, arm’s length apart.
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- Look for players stepping over the circle line before receiving the
beanbag from the previous player. If any players step over the line, see
that they step back behind the line before going in to the center.
- Make certain players hand the beanbags to each other.
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- Make sure no beanbag goes outside the inner triangle when placed down,
and that no beanbag leaves the team zone.
- Players must stay in position, no bunching or stacking.
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- Your position is on the team starting diagonal out of the running area.
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- Check team circle pin for correct position.
- Make sure the runner’s feet are behind the starting line.
- Mark hand to assure players only run in specified events.
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- Watch for a false start.
- Watch the quadrant to the left of you for any rule violations.
- Enforce the tag rule.
- Count to be sure that your runner runs the correct number of laps. It is not your responsibility to count
for the coach.
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- Stand on the team diagonal out of the running area.
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- Put the pins on the five-foot marks, have the circle pins and scoring
pins in position.
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- Watch for false starts.
- Watch the quadrant to the left of you for any rule violations.
- Any knocked over pin, except the scoring pin on the 5’ hash mark in the
inner triangle, is a disqualification.
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- Stand on either side of the players adjacent to Zone 2.
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- Note the different zones for Trek and Journey. (Trek – 8’ line, 17’
line) (Journey – circle line, 25’ line)
- Make sure each player is in the correct starting position.
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- Make sure players are straddling the diagonal.
- Give the first player the balloon when the team is ready and make sure
the balloon touches the back of the player’s neck and that they are
holding it with both hands
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- Players do not have to straddle the diagonal after the starting signal.
- Players should generally be facing forward.
- Possession of the balloon is touching it.
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- Ensure that the scoring player has possession of the unpopped balloon.
- Players cannot pass the balloon to themselves. (One hand in front of the
legs passing to the same players other hand behind the legs)
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- Watch for all the disqualifications listed below and stop the team
immediately if they are disqualified.
- (TREK ONLY) The first player’s foot breaking the plane of the 8’ line
when they are in Zone 1 and have possession of the balloon.
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- Watch for all the disqualifications listed below and stop the team
immediately if they are disqualified.
- (JOURNEY ONLY) The first player’s foot breaking the plane of the circle
line when they are in Zone 1 and have possession of the balloon.
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- Watch for all the disqualifications listed below and stop the team
immediately if they are disqualified.
- Not passing the balloon between the legs of each player.
- The balloon popping at any time.
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- Watch for all the disqualifications listed below and stop the team
immediately if they are disqualified.
- (TREK ONLY) The last player’s foot breaking the plane of the 17’ line
before they have possession of the balloon.
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- Watch for all the disqualifications listed below and stop the team
immediately if they are disqualified.
- (JOURNEY ONLY) The last player’s foot breaking the plane of the 25’
line before they have possession of the balloon.
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- Aid the coaches during the speaker presentation by sitting with the
clubbers and helping them be attentive.
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- Help clear the floor of the teams in a timely manner.
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- Congratulations on completing the 24/7 Line Judges Training. Your church
will receive 6 points if you pass the Line Judges Test, bring the
completion certificate with you the day of Games, and are available to
help the day of the 24/7 Games.
- If you have any questions, please direct them to the 24/7 Coordinator.
- 24/7 Coordinator
- 24-7@awana4kids.org
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- Please click on the link below to take the Line Judge test so that your
church can earn their points. If
you do not complete the test and bring your certificate of completion
the day of the Games, your church will not earn the points.
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