Hockey
Umpires Course Secondary
Look
The Part
•
Whistle
•
Watch (one umpire takes the time the other keeps the card)
•
Uniform Ð polo shirt, jacket. Trackpants. Running or turf shoes.
•
Prematch communication with other umpire, coaches, managers, captain.
•
Routines - check goals, warm up, the toss.
•
Enthusiastic approach
•
Empathy towards the players
•
Pen, coin for toss
Getting
Started
• Get
the captains to toss choice of ends. The team that does not choose the for
end starts that half with the ball.
•
Ensure that both teams
are in their own half. Raise arm and blow whistle to start.
•
The ball is hit or pushed from the centerline at least one metre in
any direction.
•
The ball must be played by a second person before the first person can
play it again.
Positioning
•
Try to stay at a 45 degree angle to the ball and move if players get in
the way
•
Know where to stand at penalty corners - in your half, in the other half,
penalty strokes, general play.
•
Level of fitness determines how far you go down the field. Being able to see
to make the right decisions in the circle is vital. Don't allow yourself to
get outflanked.
•
Use reverse 45 degree angle if outflanked
Signals
•
Free hit Time
Stopped
•
Sideline hit in
Long Corner
•
Goal scored
5 metre distance
•
Obstruction 10
metres
•
Kicks
Danger ball
•
Penalty corner
Penalty stroke
Whistleblowing
•
Blow so that all players can hear.
•
Blow to start and end each half of the game (time keeper), for a penalty,
to signal a goal and to restart after the goal has been scored.
•
Blow to stop or restart the game for any reason
•
Type of Blow
•
Whistle happy v no whistling
Obstruction
• A player can
receive the ball facing in any direction. The defender cannot interfere in
any way.
• Once the player
has trapped the ball, they must move out of this situation quickly with a
pass or turn
• Players cannot
turn and barge into a defender. The defender should be awarded a free hit
for being barged.
• Occurs if a
player from the attacking team runs in front a defender stopping them making
a tackle shepherding.
• For an obstruction
situation to exist the tackler must be in the obstruction zone i.e. within
playing distance of the ball (the length of the extended arm plus stick) Ð
2 to 3 metres.
Free
Hits
What 5 things do you need to remember when
there is a free hit being taken?
•
Close to where
infringement occurred
•
Ball stopped
•
Opposition 5 metres
(retreating)
•
Ball must travel
1 metre
•
Ball should not be intentionally raised Ð if accidentally raised treat
on danger rule
Tackling
•
A tackler must make contact with ball only and cannot touch the attackers
stick or body in any way.
• Do not assume that if two sticks collide
that an offence has occurred.
•
Coming over the topÓ and Òstick hackingÓ needs to be penalized and players
warned if it persists.
•
Any tackles from behind or which use a swinging motion are dangerous.
• Any use of the back of the stick is not allowed
Penalty
Corner
•
For an intentional offence by a defender inside their own 23 metre area
and any offence in the circle unless a goal could have been scored
•
A defender intentionally playing a ball over the back line
•
When the ball is lodged in the goalkeepers equipment in their own circle
Penalty
Corner Procedures
• Ball placed on the backline (10 metre
mark to circle edge)
• Player taking push, drag or hit must have
one foot outside the backline
•
No other players within 5 metres of the ball
•
Up to five defenders behind the line
• All other defenders at halfway
• Attackers outside the circle
• The ball must travel outside the circle before a
shot at goal
• The first hit must be no higher than the height of
the backboard when it crosses the goal line
• The danger rule applies
• If the ball travels more than 5 metres outside
the circle the penalty corner rule no longer applies
Penalty
Stroke
• For an intentional offence in the circle
by a defender that prevents a goal being scored
• For an unintentional offence by a defender that
prevents a goal being scored
•
For persistent breaking by the defence at a penalty corner
Penalty
Stroke Procedures
• The attacker must stand close to and
behind the ball
•
They may only play the ball once
• The ball can only be pushed, scooped or
flicked.
• There is no limit on the number of steps
before the stroke is taken
• No danger rule applies
•
Apart from the goalkeeper all other players must be outside the 23 metre line
• The goalkeeper must have both heels on
the goalline and not move until the ball is played
• The other umpire stands on
the goalline just inside the circle edge to check on this.
Raised/Lifted
Ball
Players are allowed to: -
• Jink
the ball over an opponents stick, push the ball in the air through open space,
flick the ball in the air to a teammate who is in clear space
• Raise
the ball over a goalkeeper in order to get the ball into the goal, have a
shot at goal that is not dangerous.
• The ball cannot be deliberately raised from
a free hit or by a driven hit in open play.
• Undercutting or deliberately hitting down
(squeezing) is illegal.
•
Providing it is not intentional the ball may lift from the surface as long
as there is no danger to players of either team.
Danger means
players have to take evasive action
Players must not approach within 5 metres of
an opponent receiving a falling raised ball until it has been received,
controlled and is on the ground. If it is not clear who the receiver is then
the opposition player has the right to receive it Ð better to rule this as danger
if two players are in the five metre zone.
Management
and Control
•
The two things an umpire has to deal with are technical breaches and
misconduct.
•
This includes acts such as deliberately kicking the ball, hitting the
ball away after the whistle, not retreating five metres after a free hit has
been awarded, dangerous use of the hockey stick, hitting or tripping another
player, wasting time, swearing, questioning your decisions.
•
Unsporting play
or misconduct needs to be dealt with immediately
•
There are many techniques for dealing with such situations and you will
need to experiment with what interventions work for you.
•
We prefer not to resort to harsher penalties and warning cards but if
players do not respond a firm stand has to be taken. If you use simple friendly
interventions right from the start then severe penalties will probably not
need to be used.
Control
Ladder
• Two or more repeated
whistles
• Free hit reversal
• Loud whistle
• Calming hand movements
• Gestures
• Hard signal intensity
• 10 metre march
• A quiet word
• Verbal warning
• A chat with the captain(s)
• Penalty corner inside
the 23 metres
• Penalty stroke
Remember
you're the third team on the field
and your job is to make it fair and fun for all
Happy whistling!