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- A Line Judge is a man who knows the Sparks-A-Rama events and rules and
assists the Circle Director in the administration of the games on the
circle.
- Sparks-A-Rama 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 Sparks Rulebook.
- Complete the coaches training. You do not have to take the coaches test
if you don’t 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 Sparks 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.
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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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- Sparks may step outside of the square during all events.
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- No player may leave the floor without your permission. If they leave the floor without
permission, they are not eligible to return.
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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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- Your position is at the corner of the square by your team’s colored
diagonal line.
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- Make sure all team members are behind the line assigned to you.
- Help the team spread out equally along the entire line.
- Get ready to watch the team line assigned to you.
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- Judge the team assigned to you.
- Make certain all the team members are across the line before the coach
sends in a runner.
- Determine the place that the team finished.
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- Your position is just inside the circle next to the team.
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- When the runners are in position, give the first runner a beanbag.
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- Check that each team member runs one lap.
- Watch that clubbers’ hands do not touch the beanbag while the player is
moving.
- If a clubber drops the beanbag, it must hit the floor. The player must stop before picking up
the beanbag and then place it back on their head before resuming.
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- If clubber doesn’t allow bag to hit the floor, stop them briefly to take
away the advantage.
- Make certain the beanbag is passed within the passing zone. After the bag is passed, the next
player must quickly position the bag, and their hands must go down (even
in the passing zone)
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- Check to make sure that the beanbag is on the head of the final player
as they enter the circle. Allow 1
step grace.
- Determine the place that your team finished.
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- Stand on the team starting diagonal out of the running area. When player
has completed one lap and is ready to toss, go near the 12’ hash mark.
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- When the runners are in position, give them the bean bags.
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- Check that the runner runs one lap.
- Make sure that they are behind the 12’ hash mark when throwing.
- Watch to see which beanbag (solid or striped) your team used to knock
over their pin.
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- Three Line Judges need to stand on the circle and watch for foot
violations, and one Line Judge is in the center helping the Circle
Director remove players who have been hit.
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- Make sure the team in the center has the correct number of players to
start. Remember that the maximum
number of players on team events is the number of players on the
smallest team (12 minimum)
- Help balance the other teams equally around the circle.
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- Watch to see which players are hit (anywhere on the body) and remove
them from the circle. (Must be
the person hit)
- Help get the ball out of the center to keep the game moving.
- Make sure players are behind the circle line when throwing the ball.
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- Make sure players stay in when hit by a ball thrown by someone who
stepped in the circle.
- At the end of event, quickly help the Circle Director gather together
the “rabbits” (players who were not hit) into the center square to be
counted.
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- Stand just inside the circle next to the team.
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- Check the players’ handholds. (No belt loops)
- Make certain players are lined up one behind another. If not, instruct
the coach to line them up correctly.
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- Follow your team around the circle to make sure the players stay
together.
- If the team disconnects, stop the first player. Wait for the others to connect before
letting them continue.
- Make sure last player crosses team starting line and then goes into
center.
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- Begin next to player #1, then move down the line with the balloon.
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- Count the number of players (Remember maximum team number).
- Make sure the team is straddling the diagonal line.
- Make sure the last player is on the eight-foot mark.
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- When the players are in position, hand the balloon to player #1
- Have a 2nd balloon ready to give to players if the 1st
balloon pops.
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- Make sure the balloon goes through each player’s legs.
- Make sure the last player goes into their inner triangle to sit on the
balloon to pop it.
- Make sure fingernails are not used to pop the balloon.
- Supply a 2nd balloon if first one breaks.
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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 Sparks 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 Sparks Games.
- If you have any questions, please direct them to the Sparks Coordinator.
- Sparks Coordinator
- wreish@msn.com
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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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