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!