Circumstances, Mechanics, and Aftermath
Laws and Mechanics
In this chapter I enumerate the starts, restarts, and stops
during the game. It is all fairly mechanical, but some of
the restarts (direct and indirect kicks) are due to offsides,
fouls, and misconduct -- tricky issues which have their own
chapters.
For each event I describe the circumstances which lead to
it, the mechanics for orchestrating it, and what is likely
to happen thereafter.
The Starts
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The Kick Off
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Circumstances
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At the beginning of the game, at the beginning of the
2nd half, and after a goal there is a kick off from the
center circle. This is carried out by the loser of the
coin toss, the winner of the coin toss, and by the
team against which the goal was scored, respectively.
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Mechanics
-
Stand outside the center circle on the halfway line.
Ensure that:
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a) All players are in their respective halves of the field.
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b) All defenders are outside the center circle (10 yards away).
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c) All players look more or less ready.
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d) The ARs acknowledge your eye contact.
Point your arm up in the direction of the kick and blow your
whistle.
The ball is in play when it is kicked and moves forward.
Note that foot contact that barely wobbles the ball forward
is generally considered sufficient.
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Mechanics for the ARs
-
The ARs generally position themselves to judge offsides,
level to the 2nd-to-last defender, since that is where
they go when they have nothing else to do. If this
is the beginning of the game or the 2nd half, they are
supposed to unfurl their flags and make eye contact with
the center referee to indicate their readiness.
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What's Next
-
If players aren't in their halves of the field, or
defenders move into the center circle before the kick,
or the kick doesn't go forward, the kick is retaken.
If the kicker plays the ball a second time before anyone
contacts the ball, the other team gets an indirect
kick, described below.
A team can score directly from a kick off, in case you
are wondering.
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The Restarts
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The Throw-In
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Circumstances
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If one team sends the ball wholly over the touch line,
you're going to award a "throw-in" to their opponents.
You get to judge which side last touched the ball. This is the
call most often blown, but it doesn't matter all that much
in the grand scheme. The main purpose is to put the ball
back into play, so all you have to do is sell your decision.
Since the throw-in is one of the most common restarts,
it is one of the easiest ways to earn or lose your authority.
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Mechanics
-
Often it is the AR that judges the ball to be out of bounds,
so frequent glances at the AR are important when the ball is
at the edge of the field. But either you or the AR can make
the determination. Eye contact with the AR is important when
signaling, to settle any doubt and make sure you are in
agreement over who gets the throw.
Stop running, stand still facing the touch line the ball passed
over, and point your rigid arm up in the direction the opponents
are going. Use the appropriate arm. You can also call out the
color of the team that gets the ball.
If you and the AR disagree, you can negotiate with glances
or words, but you have the final vote, and both of you
should point in the same direction by the time the throw-in
takes place.
Position yourself for the action likely to result from the
throw-in.
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Mechanics for the AR
-
To signal a throw-in the AR stops running, changes arms if
needed, points the flag straight up, and then lowers the flag
to a 45 degree angle in the proper direction. If it is very
clear the ball went out of bounds many ARs just signal direction.
If the ball went out of bounds and back in, and only the AR
noticed, the AR holds the flag straight up until the center
referee notices, and then signals for the throw-in.
For the throw-in the AR resumes position to judge offsides.
Sometimes this means backing up off the touch line to make
room for the thrower.
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What's Next
-
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Rethrow:
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If the thrown ball never comes into play (i.e. never
touches the vertical plane at the outside edge of the
touch line), the throw is retaken.
-
Throw for other team:
-
A throw-in is supposed to happen within one yard of
where the ball went out, but it almost never does.
If they are gaining some advantage by moving up or down
the line, or it is clear they are working the system,
give the other team the throw. Location blunders in
low-level play usually result in a retake.
A legal throw-in has both of the thrower's feet on the
ground, touching or outside the touch lines, until the ball
leaves his hands. He has to throw with both hands
starting from behind the head and going over the head.
The most common mistake is to lift the back foot up
before the ball is out of the hands. Younger players
will sometimes jump up with both feet. Good players will
drag their back foot up as they throw, which is legal.
Rarely players will start the throw from over the line;
sometimes they'll end up over it: throw for other team.
Sometimes players will start the throw from overhead (rather
than behind), bring it around the side, or stop and start
throwing several times. Unless it is a complete throw
from behind and over the head, the other team will get the
throw.
If the ball comes into play but then curves back out,
the other team gets the throw.
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Indirect Kick:
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No 2nd touch or keeper handling: if the thrower is
the first to play the ball, or the player's keeper is
the first and he picks it up, the other team gets an
indirect kick.
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Goal kick, corner kick:
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No scoring from throw-in: if the ball goes directly
in the goal it's either a corner kick (it went in the
throwing team's goal) or a goal kick (it went in the
opponents' goal).
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Yellow card:
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Opponents can't interfere by standing or jumping in front
of the thrower, and they must retreat two yards from the
thrower. Being a nuisance in this regard falls under
Failure to Respect Distance, a cautionable offense.
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The Goal Kick
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Circumstance
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If the attackers send the ball wholly over the goal line
(but not into the goal), you're going to award a "goal kick"
to the defenders. That's where they place the ball somewhere
inside the goal area lines (usually on the goal area line,
to get as far from the goal as possible) and kick it clear
of the penalty area.
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Mechanics
-
As with throw-ins, often it is the AR that judges the ball to
be out of bounds, so frequent glances at the AR and eye contact
when signaling are important.
Point your arm flat or a slight angle down into the middle of
the goal area. You can call "goal kick."
Position yourself downfield in anticipation of the kick.
This is a good time to run backwards.
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Mechanics for the AR
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To signal a goal kick the AR points the flag flat or a slight
angle down across the field towards the middle of the goal area.
Because the AR should be following the ball to the goal, his
signal should from near the goal line.
If the ball went out of bounds and back in, and only the AR
noticed, the AR holds the flag straight up until the center
referee notices, and then signals for the goal kick.
For the kick the AR positions himself in one of two places:
level with the penalty area line, to ensure the ball leaves
the penalty area before being played by anyone else; or in
the position to judge offsides. Watching the penalty area is
usually only needed for low-level play, where bungled kicks
might not get the ball beyond the line, or when opponents
are hovering just outside the penalty area.
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What's Next
-
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Retake:
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A legal goal kick starts with the ball inside the goal
area, standing still, with all opponents outside the
penalty area. The ball may not be played by anyone,
even the kicker again, until it leaves the penalty area.
If any of these are wrong, the kick is retaken.
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Indirect Kick:
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No 2nd touch or keeper handling: if the kicker is the
first to play the ball after it leaves the penalty area,
or the player's keeper is the first and he picks it up,
the other team gets an indirect kick. As far as I know,
handling by the keeper could only happen if the wind
blows the ball back into the penalty area or the ball
bounces off the referee.
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Goal:
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You can score from a goal kick.
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Goal kick:
-
If the ball goes all the way to the other end of the
field and over the goal line (but not into the goal),
it's a goal kick for the other team.
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Corner kick:
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If the ball is kicked backwards across both the penalty
area line and the goal line, it's an corner kick for
the other team.
On the off chance that the ball is kicked out of the
penalty area but the wind blows it back into the goal,
it's also a corner kick: you can't score against yourself
on a goal kick.
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The Corner Kick
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Circumstance
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If the defenders send the ball wholly over the goal line
(but not into the goal), you're going to award a "corner
kick" to the attackers. That's where they place the ball
in the corner arc of the nearer corner and kick it. It is
in play once it is kicked and moved.
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Mechanics
-
As with throw-ins, often it is the AR that judges the ball to
be out of bounds, so frequent glances at the AR and eye contact
when signaling are important.
Point your arm up 45 degrees at the corner where the kick is
to be taken (the one closest to where the ball went over the
goal ine). You can call "corner kick."
Position yourself somewhere around the corner of the penalty
area. It's more important to watch the players receiving the
kick than the one taking the kick, as the players may foul each
other vying for that important ball. If you choose a different
vantage point each time, you can discourage "set" fouls.
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Mechanics for the AR
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To signal a corner kick the AR points the flag down 45 degrees
along the touch line in the direction of the corner. Because
the AR should be following the ball to the goal, he should be
standing next to the flag by this time.
If the ball went out of bounds and back in, and only the AR
noticed, the AR holds the flag straight up until the center
referee notices, and then signals for the corner kick.
For the kick the AR positions himself to judge out of bounds:
in line with the goal line behind the flag and kicker.
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What's Next
-
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Retake:
-
A legal corner kick starts with the ball in the corner arc,
standing still, and with all opponents at least 10 yards
away from the arc until the kick. If any of these are wrong,
the kick is retaken. The 10 yard rule can be waived if the
kick scores.
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Indirect Kick:
-
No 2nd touch or keeper handling: if the kicker is the
first to play the ball, or the player's keeper is somehow
the first (all the way at the other end of the field) and
he picks it up, the other team gets an indirect kick.
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Goal:
-
You can score from a corner kick.
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Direct and Indirect Kick
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Circumstances
-
If a player commits a penal foul outside of his own penalty
area, you are going to award a direct kick to the other
team. If a player commits a technical foul, or is penalized
for being offside, you are going to award an indirect
kick to the other team.
In both cases, the kicking team is given an opportunity,
"free" from defensive interference, to kick the ball from
a standstill. The only difference between the direct and
indirect kicks is that a goal can't be scored directly from
an indirect kick -- it must touch another player first.
Anyone can take the kick, not just the player fouled against.
Calling penal fouls, technical fouls, and offside is
discussed in their own sections. Here I'll just cite the
mechanics for the kick itself.
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Mechanics
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Depending on the severity of the foul, blow your whistle
either one medium or long blast.
To signal for a direct kick, point one hand up
in the direction of the kick. For an indirect kick,
do the same but then hold your arm straight up to indicate
a goal cannot be scored directly. For offside calls, you
can usually just go from the whistle to the straight up arm,
since everyone knows who's at fault. You'll probably still
need to point to the location (which the AR is indicating).
The restart takes place where the infringement occurred, not
necessarily where the infringer or ball were. You can either
point to the location with your free hand, or you can move
to the location and stand there until the ball arrives, or
you can just let the players take care of it. Exact positioning
becomes more important as the restart gets closer to the
defenders' goal.
A free kick inside the kicker's goal area can be taken
anywhere inside the goal area, just as with a goal kick.
An indirect kick against the defense inside the their goal
area gets moved moved to the nearest spot on the goal area
line parallel to the goal line (the same as with a dropped
ball). This is important.
There are two varieties of free kicks: quick and ceremonial.
Most kicks are quick: the kick can be made as soon as you
signal with your arm, which should be right after your
whistle. This discourages fouls that provide time for the
fouling team to assemble its defenses.
But if you intend to stop play for a short while (to warn,
caution or send off a player), you've got a ceremonial kick.
Standing in the way of the kick and telling the kicker to
wait for your whistle gets the point across. You can then
tend to business before positioning yourself for the restart.
Since you've totally stopped play, you'll start it with a
short whistle.
A quick kick can turn into a ceremonial kick if the kicker
asks you for "10 yards." That means he wants the defenders to
retreat. Before you restart, wait for the defenders to move
10 yards away from the ball -- in all directions, actually,
but most people only worry about the direction of the kick.
Position yourself down in the direction of the kick.
For an indirect kick, you need to hold your arm straight up
to indicate that a goal cannot be scored directly from the
kick. (You can lower it while positioning yourself for the
kick.) You keep it up until the ball touches another player
or goes out of bounds, but in practice you can also drop it
if the ball isn't kicked towards either goal.
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More Mechanics -- Managing the Wall
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For the taking of a free kick near the goal attackers
and defenders alike may line up 10 yards away in a "wall":
defenders there to block the ball and attackers there to make
a hole to pass it through. Often the line of defenders also
determines the offside position, and so attackers have no
choice but to join the defenders until the kick is made.
This is an excellent opportunity to witness misconduct and
fouls, as mid- and high-level players push, hit, and
hold each other before and during the kick.
If the players form a wall, position yourself to the side
and in front of it, so you can pay attention to the wall
during the kick. If there are no attackers in the wall,
you can instead head towards the goal to watch the excitement
there.
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Mechanics for the AR
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The AR does not signal for fouls handled by the center
referee in distant parts of the field.
The AR does signal for fouls that are nearer to him than
to the center referee -- generally any foul in the corner of
the field the AR tends. For fouls seen by the center referee,
the AR's signal is there to reinforce the center's. The AR
also signals for serious fouls in other parts of the field
that are unseen by the center referee.
To signal a foul the AR holds his flag straight up. Once the
center referee notices, the AR makes quick, small waves with
the flag, then signals the direction of the kick by pointing
the flag up 45 degrees along the touchline in the direction
of the kick. The AR has can indicate an indirect kick by
holding up his free arm halfway, or simply saying "indirect."
At the taking of a free kick, the AR assumes the position
to judge offside, unless the center referee sends him to
the goal line.
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What's Next
-
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Retake:
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A legal free kick starts with the ball standing still at
(about) the point you indicate. If any of these are
wrong, the kick is retaken.
An free kick inside the kicker's goal area works like a
goal kick: all opponents must be outside the penalty area.
The ball may not be played by anyone, even the kicker
again, until it leaves the penalty area. If either of
these are wrong, the kick is retaken.
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Indirect Kick:
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No 2nd touch or keeper handling: if the kicker is the
first to play the ball, or the player's keeper is the
first and he picks it up, the other team gets an indirect
kick.
Note that many teams practice a maneuver for indirect
kicks where one player steps on the ball to make first
contact and then a second player kicks it. This is
legal but keep in mind that as soon as the first touch
is made opponents may approach the ball.
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Goal:
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You can score from a direct kick.
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Goal kick:
-
You can't score directly from an indirect kick, so if
the ball goes directly into the opponent's goal, it is
a goal kick for them.
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Corner kick:
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You can't score directly against yourself on either a
direct or indirect kick, so if the ball goes directly
into the kicker's goal, it's a corner kick.
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Yellow Card
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Whether it is a quick kick or a ceremonial one, defenders
are supposed to retreat 10 yards in all directions.
Failing to do so is its own cautionable offense, as I
discuss in the "Misconduct" section below.
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Penalty Kick
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Circumstances
-
If a player commits a penal foul inside of his own penalty
area, you are going to award a penalty kick to the other team.
This is a highly ritualized punishment involving only the
kicker and the goal keeper, with something like a 90% chance
of scoring.
Anyone can take the kick, not just the player fouled against.
Calling penal fouls is discussed in its own section.
Here I'll just cite the mechanics for the kick itself.
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Mechanics
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As with a direct kick, blow your whistle.
Point with your finger distinctly towards the penalty mark,
halfway between the goal area line and the penalty area line.
You don't want to be mistaken on this. Prepare for both
groans and cheers from the sideline.
Stand at the penalty mark until the kicker places the ball
there, or if you prefer collect the ball and hand it to the
kicker. Instruct the kicker to wait for your signal.
Ensure that all players other than the kicker and the
keeper are
-
(a) outside of the penalty area,
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(b) behind the penalty mark (further from the goal line),
and
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(c) outside of the penalty arc and thus 10 yards from
the kicker.
Ensure the keeper is on the goal line between the goal posts,
facing the field. He will need to stay there until the ball
is kicked.
Move off to the side of the kicker, about 10 yards, and
blow your whistle. Play can get very active at this point.
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Special Mechanics for Extra Time
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If time expires (or will expire) before the penalty kick is
taken, you need to announce that the kick will be in extra
time. Players may retreat since there is nothing they can do.
The ball is out of play if the keeper successfully stops or
deflects the ball. The kicker may not play it again, even if
it rebounds.
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Mechanics for the AR
-
The AR signals for a penalty kick if a defender commits a foul
in the penalty area that the AR notices. For fouls seen by
the center referee, the AR can signal to confirm that the foul
was committed in the penalty area.
To signal a penalty kick the AR holds his flag straight up.
Once the center referee notices, the AR makes quick, small
waves with the flag and then goes to stand in front of the
corner flag on the goal line to indicate a penalty kick.
To confirm that a foul seen by the CR was inside the penalty
area, if the CR seems to be in doubt, the AR holds the flag
horizontally across his waist.
At the taking of a penalty kick, the AR's mechanics are left
up to the CR. Here's a common approach: the AR stands on the
goal line at the penalty area line, so as to judge the goal,
keeper encroachment, and later offsides. To indicate keeper
encroachment or other problems, the AR holds the flag
horizontally across his waist. Goals are indicated as
described below in the "Stops" section. If play is to continue,
the AR hustles back to the touch line, cutting the corner if
needed.
The CR and ARs should verify penalty kick mechanics at pre-game.
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What's Next
-
-
Retake:
-
A legal penalty kick happens only on your signal that
you are ready. Use the whistle.
The keeper must remain on the goal line and the other
players must not encroach until the kick happens, and the
kicker must not engage in unsporting behavior (like stopping
and then restarting to confuse the keeper). The kick is
retaken if (a) the ball enters the goal and the kicker or
attacking team infringes or (b) the ball doesn't enter the
goal and the keeper or defending team infringes. i.e.
cheaters never prosper.
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Goal:
-
You can score from a penalty kick.
-
Indirect Kick:
-
No 2nd touch: if the kicker is the first to play the
ball the other team gets an indirect kick. This includes
if the ball bounces off the goalpost back to the kicker.
Attacker infringement: if the kicker commits unsporting
behavior or the attackers encroach, and the ball doesn't
enter the goal (by missing the goal or bouncing back off
the goalposts or keeper), the defending team gets an
indirect kick at the point of infringement (updated in 2006).
-
Goal kick, corner kick, throw in:
-
The ball is in play once it is kicked and moved, and so
if it goes out of bounds a normal restart occurs.
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The dropped ball
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Circumstance
-
If you need to restart play and none of the other restarts
apply, you'll do a dropped ball. This is the only time you need
touch the ball during play. The most likely causes are:
-
a) Stop for an injury
-
b) Stop for interference
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c) Stop to control the sidelines
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d) Accidental stop
Note that you don't do a dropped ball when you can't decide who
kicked the ball out of bounds: for that, you just have to
make a choice.
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Mechanics
-
Announce that you're doing a dropped ball. Any number of players
can be present when you do the drop, though if you are trying for
balance you'll wait until one from each team shows up. You may
prefer unbalanced, for example dropping it in front of the
keeper if you stopped play while he had possession.
A dropped ball in the goal area gets moved to the nearest spot
on the goal area line parallel to the goal line. This is
important, and is referred to as "the Special Circumstances
listed in Law 8 (of the LOTG)."
Hold the ball at waist level, ideally with one hand on top and
one on the bottom, and drop it straight down. Keep your feet
out of the way so you don't deflect it.
The ball is in play when it hits the ground.
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Mechanics for the AR
-
The AR does nothing special for a dropped ball.
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What's Next
-
-
Retake:
-
If the ball is played before it hits the ground, or it
rolls out of bounds or into the goal without a player
touching it, you'll retake the dropped ball.
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The Stops
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Goal!
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Circumstance
-
If the whole of the ball goes over the goal line, between
the goal posts and below the crossbar, and neither you
nor the AR consider play to have stopped before it does,
it's a goal. (Remember: you can decide after the fact
that play had stopped, like when you notice the AR
signaling offside only after the ball goes in the goal.)
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Mechanics
-
If you see the ball go in the goal, or think it might
have, look at your AR. He indicates or confirms a goal
by, after making eye contact, sprinting towards the
halfway line.
Point your arm level at the center circle -- the location
of the next kick -- and move to the position for the
next kick off. If the players are likely to complain
about the goal, move quickly. If the players are likely
to start a melee over the goal, run backwards towards the
halfway line so that you can watch activity around the goal.
While waiting for the players to reassemble, take out
the game card and note the goal -- either with a simple
strike or (if you have your own note paper) with the
player and time as well.
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Mechanics for the AR
-
If the center referee sees the ball go in the goal, he
looks to the AR for confirmation, which the AR then
provides by sprinting up the touch line towards the
halfway line -- enough of a sprint to be obvious -- and
then positioning himself for the kickoff.
If what the center referee saw wasn't in fact a goal, the
AR can either be signaling something else -- such as a
corner/goal kick, offside, or a foul -- or do nothing,
indicating that the ball, while close to the goal, didn't
go in. The AR might also shake his head "no." The AR
then goes about his usual business.
If the center referee appears not to see the goal (usually
because the ball went in and back out of the goal), the
AR will signal by raising the flag and, once he gets the
attention of the center referee, sprinting towards the
halfway line.
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Half Time/Game
-
Circumstances
-
At the end of the first half, or the end of the game,
you stop play.
Some referees won't stop unless the ball is in "neutral"
play. Resist this temptation: stop the game when you judge
regular and any extra time to have elapsed, whether the ball
is in neutral play, mid-air at a shot on goal, or rolling
down the street.
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Mechanics
-
Watch your watch as you get down to the last few minutes,
and possibly count the last few seconds.
Blow your whistle (medium then long for half time, twice
medium then long for game) and point your arm towards
the center circle. You can say "half time" or "game."
Walk to the center circle to meet your ARs, and ensure
the game ball makes it back there as well. If it is
halftime, you might want to take the game ball with you
so it doesn't get lost during the 10 minute break.
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Substitutions
Youth soccer generally permits unlimited substitutions, which
means players can be swapped in and out many times during the
course of the game. This can only happen with your approval
(which should not be unreasonably withheld), and generally only
at the following times:
-
1. A kick off
-
2. A goal kick
-
3. A throw-in for the substituting team
-
4. An injury: if play is stopped the injured player
and anyone else can be substituted.
Your competition may allow substitutions at other times.
When a coach wants to substitute players, he's supposed to line
them up at the halfway line. Your ARs are then supposed to
signal the substitution at the next appropriate stoppage by
holding the flag horizontal above their heads (with one AR
mirroring the other if needed), until you see it. If you don't
have decent ARs you need to look to the halfway line at each
substitution opportunity to see if players are waiting. For
low-level play, where substitutions are numerous and players and
coaches undisciplined, you may just have to wait for the cry of
"sub! ref! sub!" from the coach.
Once the request is made, you need to ensure that play does not
restart, and then you signal for the substitution. That usually
involves a hand up at the player about to make the restart and
a wave and a yell towards the coach. When the substitution is
complete, you can put your hand down and either blow the whistle
(important if you had to stop the restart with the whistle) or
just say "OK" or "play."
Orchestrating clean substitutions will make your life easier and
earn you a modicum of respect. They are especially important for
mid- and high-level play. Two simple ingredients make them clean:
that players leave and enter from the halfway line, and that the
leaving happens before the entering. "Call them off" and "From
the midline" are the two instructions coaches seem to understand.
I usually optimize somewhat: as long as I can count the leaving
and entering players in the same view, I don't hold up the
entering players; and as soon as the entering players are moving
I let the restart begin. This keeps things moving.
Decent ARs can help you with substitutions. If you expect this,
tell them so at pre-game.
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Injury
Referees are supposed to deal with major injury immediately, and
minor injury at the next normal stop in play. If play drags on,
you can stop play as soon as the ball is in somewhat neutral
territory. Don't stop an attacker's drive unless it is truly
necessary.
Seriousness of injury varies with age: with starting players,
I consider it serious enough if the player is either on the
ground, crying, or stunned and standing still. For intermediate
players, on the ground is my rule. For competitive players,
I really need to see the pain to stop play.
Do not tend or touch injured players! Run to them, find
out if the injury is serious and whether they wish to continue to
play. If it is serious, call out the coach and back off -- don't
let the coach harangue you. Whether or not the injury is serious,
the injured player (or anyone else) can be substituted once play
has been stopped.
If you stopped play just to deal with an injury, restart with a
dropped ball.
If a team is playing short due to an injured player having left
the field, the now recovered player can, with your permission,
enter the field during the run of play.
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Bleeding and Equipment Problems
A player bleeding or with blood on his clothes must leave the
field and may not return until the problem is corrected. If you
have to, you can stop play to ensure the player leaves, but
you can also just tell him on the fly. In theory, a bleeding
player needs your permission to leave and may not summarily walk
off, but once you realize what's going on your permission should
be implicit.
Similarly if a player has an equipment problem, such as a broken
shin guard or torn shirt, you can also send them off to deal
with their problems. This also applies to jewelery mysteriously
appearing after the initial checkin, for which you can be pretty
unforgiving.
In all these cases, the player may only come back with your
permission, and only at a stoppage. This allows you to verify
the player has corrected the problem.
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Interference
Occasionally, there will be some outside entity that interferes
with play: either by touching the ball (while it is in play),
getting the in way of players, or just in general being a
distraction on the field. Common examples are dogs and spectators
(or unfortunately, coaches) coming on the field, or perhaps the
ball hitting a bird.
There are a number of things that aren't interference: goal posts,
corner flags, referees (including assistants, if they are on
the field), or anything that was on the field at the beginning
of play. So if the ball bounces off a water bottle on the field,
play continues, unless the water bottle was thrown there after
the start of the game.
Special case: if the ball bursts during play, treat it exactly as
interference at that point.
To handle interference, blow your whistle to stop play and once
the interference has been addressed, restart with a dropped ball.
If the interference was caused by a substitute player coming on
the field, restart with an indirect free kick for the other team.
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Yellow Card/Red Card
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Circumstances
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Bad fouls and misconduct often warrant cautions or send offs,
where you show the player the yellow or red card.
I discuss the causes for cards in the "Misconduct" section.
Here I just describe the mechanics.
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Mechanics
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For fouls, stop play for the foul. For misconduct, you have
to decide whether it warrants stopping play or delaying until
the next normal stop to handle the misconduct. You run the
danger of things escalating if play continues for a while.
If it is serious enough to stop play, it warrants a good
loud whistle.
Remembering carefully in which pocket you have which card
pull the appropriate one out and stand about 5 feet from the
player, facing him. For the player's benefit you say, "You
are being cautioned for ..." or "You are being sent off for ...".
For the benefit of everyone else you hold the card with your
arm stretched overhead (not thrusting in the player's face).
Be sure you get a look at the player's number before he wanders
off.
If a player receives a second yellow card he also gets
shown the red and sent off. You do the two in succession,
not both in one hand.
You need to write on the game card the time, the player's
team and number, whether it was a yellow or red card, and
the reason. Be sure you use one of the reasons enumerated
by the LOTG as discussed in the "Misconduct" section.
A player sent off is required to leave the immediate area.
To enforce this you shouldn't restart play until you are
convinced he is gone.
If you stopped play for a foul, the restart will be a direct
or penalty kick. If you stopped play just for misconduct
on the field, you'll start with an indirect kick where the
misconduct occurred. If you stopped play for misconduct off
the field, you'll restart with a dropped ball where it was when
you stopped.
Red cards are serious business, and it is likely the sent
off player will be suspended for more than one game. To
that end, you need to keep the player passes for any players
sent off, as well as the game card. Your league should have
some set ritual for you to follow within the next 24 hours
to complete the paperwork: you will need to file the send
off report, make copies of all items (game card, player pass,
and send off report) for your files, and send the originals
to your league or district discipline person.
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Terminating the Match
Your ultimate control over the game is the ability to terminate
the match. That's where you say, "I'm terminating the match" and
walk off with the game card. You might do so because you are unsure
or unsatisified with your ability to control the players, coaches,
or spectators. A perfect example of this is when an expelled coach
refuses to leave.
You can also abandon a match, sometimes to be played later,
because the condition of the field, light, or weather has
deteriorated to the point that play is no longer safe.
Lightning is a great reason to stop.
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