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OFFICIAL GUIDE FOR REFEREES Canadian Racquetball Association First Edition : January 1985 Revised : 1986, 1988, 1991, 1994, 1999 Reproduction of this manual in whole or in part
without the expressed written consent of the Canadian Racquetball Association
is prohibited. Acknowledgements: Racquetball
Canada recognizes and thanks the following people for their guidance and
contributions to the development of this guide : ·
Cal Smith,
member of the Officiating Committee, Racquetball Canada; who contributed
greatly to the development of the manual. ·
David Hinton, former
Managing Director, Racquetball Canada; who finalized all input and editing of
the manual. Note: The Official Guide for Referees was
developed under the guidance and is fully endorsed by the Officiating Committee
of Racquetball Canada. CANADIAN RACQUETBALL ASSOCIATION OFFICIAL GUIDE FOR REFEREES The following outline has been prepared by
Racquetball Canada's Officiating Committee to initiate a program of
standardization of refereeing. This outline can only serve as a base from which
conscientious and dedicated individuals can build the necessary skills to
become efficient referees. This
outline has been adapted from one used by the United States Racquetball
Association. I. Assignment
of Referees A. Be
sure to assign your most competent referees to the quarter, semi, and final
round matches. B. In
the early rounds, assign your less experienced referees to the higher seeds,
and your more experienced referees to the matches in which players of equal
ability compete. REASONS: 1. The experience will give
rookie referees' confidence. 2. The highly-seeded players
will usually win early round matches easily, and be tolerant of a missed call
by the referee. 3. The toughest matches to
referee are those of players with equal or near-equal ability who are unseeded,
making for long rallies with few kills and a large number of hinders. Therefore, better referees are needed
here. II. Pre-match
duties of referees A. Be
sure to have adequate supplies of towels, pencils and extra balls. B. Go
on the court with players for a pre-match discussion involving: 1. Explanation of court hinders 2. Explanation of any rules on
which players are not clear. 3. Alert players that avoidable
hinders and technical fouls will be called and that no warnings will be issued
once the match has started. 4. Ask for players help on
double bounce and skip ball situations. 5. Explain the game format. If
it is doubles, determine the order of the servers on each team. 6. Flip coin and mark on
scorecard the player and team serving first. 7. Choose game ball and ball
number 2 in case of breakage. III. Controlling
the match A. This
is the most important thing that referees can do. To be an effective referee (you,
not the player) must control the match. B. How
to control the match 1. Establish the pace -
the pace and rhythm of a match must be set by the referee, again, not the
players. This overall rhythm will make the players comfortable and create an
atmosphere that is fair to both sides. 1.
Calling the score: a) A set pattern should be
established by the referee to call the score the same way before each rally. b) This pattern need not be
overly slow, but should be in a calm, deliberate manner. c) "12 serving 8", or
"12 serves 8", with usage of the words "serving" or
"serves", always giving the server's score first. d) The score should be called after both server and
receiver have had a few seconds of rest after the previous rally has finished.
The server and receiver then have 10 seconds to start the next rally. 2. Calling the point: a) The correct term for a
successful rally while serving is "point". b) Calling the point the same
way will make it easier for players and fans to hear and understand. c) The correct term for change
of serve is "side out". 3. Short Serves, Long Serves,
3-Wall Serves, etc. a) It is not necessary to recall
the score after shorts, longs or 3-wall serves. b) It is necessary to recall the
score after a hinder. c) It is necessary to recall the
score after a time-out. 2. All calls should be made
firmly and quickly a) No referee will be 100%
accurate on the calls, just as no player will be 100% accurate on their shots. b) A weak or hesitant voice
gives players the impression of a weak and unsure referee; therefore, call it
loud and clear. 3. Never ask the players
anything a) If a player volunteers that
"it skipped", or "I got it on two bounces"; fine. b) Do not put a player on the
spot by asking them, which in effect, is questioning their honesty. 4. Never argue with a player a) A player may legally question
a rule interpretation. b) A player may not question a
judgment call, unless there are line judges. If they begin an argument, after
an appeal, simply announce 'play ball', and call the score. 5. Technical Fouls a) One of the most powerful
tools at the referee's disposal:
it takes a point away from a player due to unsportsmanlike conduct. b) Automatic technical fouls
should be issued for any obscenity, no matter to whom it is directed. c) Any unsportsmanlike conduct,
whether gesture or vocal. d) Any excessive striking of the
ball after the rally is over i) an automatic
technical foul should be given if this excessive striking of the ball in any
way threatens injury to another player. ii) in cases of striking the ball
after the rally, if the ball is determined to be broken before being put into
play again, the previous rally is NOT replayed, unless in the referee's
judgment the ball was, without a doubt, broken during the rally. 6. Forfeiture a) The most powerful tool a
referee has. b) Three technical fouls
constitute an automatic forfeiture. c) Use the forfeiture rule
sparingly and only in the most extreme of cases. Usually after a technical foul, the players will cooperate. d) Any forfeiture shall be
reported to the Tournament Chairman or the Referee in Chief whom will forward
the incident to the Provincial Disciplinary Committee. e)
A game will be
forfeited by a player using an illegal racquet. C. If
the match is not controlled by the referee, by using the above means, such a
referee is open for intimidation and confusion by the players. A match out of
hand does not lead to good racquetball and could lead to injury. IV. Serves A. Familiarize
yourself with all rules pertaining to serves. B. Things
to remember: 1) Any serve which hits on the
short line is short, no matter what percentage of the ball is good. 2) The server may do anything
they wish prior to the serve being called. Once the serve is called, they must
serve within ten seconds. Failure to do so results in an out serve. 3) Crotch Serves: a) Defined as serves striking
two junctions of the court at the same time (or so close that the human eye
cannot distinguish which wall was struck first). b) All crotch serves on the
front wall/ceiling or front wall/side wall are BAD and side out is called. c) All crotch serves at
junctions after the front wall has been hit, ie. back wall/floor; side
wall/floor are GOOD. d) SUGGESTION: Since there is much confusion on the
part of most players regarding the crotch serve, you are better off immediately
calling the serve "fault" when appropriate, than calling
"crotch" since the term "crotch" creates nothing but
confusion. 4) Deliberate Long or Short
Serves a) Sometimes occur for fatigue
aid or as an attempt at psychologically upsetting opponent. b) Nothing the referee can do.
It is legal. 5) Screen Serves a) No doubt one of the toughest
calls of a match. b) Always a judgement call - no
rule exists such as "arms length" or "3 feet" from server.
Do not call a screen without some sort of indication from the receiver that
they were screened and then only if you agree. c) Two types of screen serves: 1) Server is at center or
near-center of service zone i) In
such cases a screen would be any serve passing so close to the server's body as
to create a hinder. ii)
Entirely
judgmental on referee's part, but it's better to call too many screens than not
enough. iii) Often
screen serves are mis-hit serves and will carry to the back wall. As per the rule 4.5 k), the receiving
player shall be given the option of playing the serve off the back wall even if
it is a screen serve. 2) Server near either side
wall. (There are two Drive Serve
lines 3 feet from each side wall dividing the service zone into two 17 foot
zones for drive serves only. The
player may drive serve to the same side of the court on which they are standing
so long as the start of the service motion takes place outside the 3 foot
line. The call or non call may be
appealed.) i) The
drive serve zones are not observed for cross-court drive serves; "Z"
serves; or lob or half-lob serves. ii) The
racquet may not break the plane of the 17 foot zone while making contact with
the ball. Violation is a fault. iii) The 3 foot
line is not part of the 17 foot zone.
Dropping the ball on the line or standing on the line while serving to
the same side is a fault. d) CAUTION: Do
not let the receiver decoy you into a screen serve call. Often perfect aces to the forehand side
catch the receiver off guard as they anticipate the serve to the backhand. They will complain if they get aced to
the forehand, but do not allow yourself to be taken, if in fact, the serve was
an ace. V. During the Rally A. "Skip"
balls 1. Definition: Balls that hit the floor prior to the
front wall. 2. Most skip balls are easily
detected, by bounce and/or sound. 3. When the ball pops up at the
front wall, it is probably a skip. B. Two
bounces 1. Encourage both players to
call double bounce pickups on themselves, prior to the match. 2. This is a difficult call for
the referee since the double bounce is often blocked by the player. In cases
like this DO NOT CALL WHAT YOU DO NOT SEE. C. Hinders 1. Hinders are the calls that
truly separate the good referees from the mediocre referees. 2. Hinders generally break down
into when you should call it versus when you should not make a call. 3. Above all - be consistent in
your calls. If you are allowing some close plays to continue, stay with it. 4. Some good points to remember: a) unless the hinder is blatant,
do not take an offensive shot away from a player. They want and deserve that
shot. b) Make all calls fast and loud,
thereby eliminating any confusion as to whether the play was stopped or not. c) Whenever safety becomes a
factor, call a hinder immediately. d) Contact does not
automatically mean a hinder. If the player wishes to retrieve the ball and play
the shot, they shall be allowed the opportunity. e) If the player could not have
retrieved the ball anyhow (kill or pass), there is no hinder. 5. Player called hinders a)
No player is authorized
to call a hinder, except on the backswing or from accidentally stepping on an
opponents foot, or if they are likely to strike the opponent with the ball or
their racquet. b)
The call must be made
immediately. If it is not, the shot must stand. There is no option. c) Backswing
hinders are often but not always avoidable hinders, so watch for this. 6. Hit by the ball a) If a player claims that the
ball hit them on its way to the front wall, the rally should be replayed, if: i) You
did, in fact, see it hit them. ii) You
did not see it hit them, but the player made the call and the ball was close
enough that in your opinion it could have hit them. b) If the call is not made
immediately, no hinder should be given, because this, in effect, would be
giving the player an option, ie. if the shot is a kill, - call the hinder, etc. c) If in your judgement the ball
would have reached the front wall if it had not struck them. D. Avoidable
Hinders 1. Avoidable hinders must be
called when they occur in order to maintain control of the match. 2. Avoidable hinders do not mean
intentional hinders, necessarily. An avoidable hinder does not put any stamp of
guilt on a player. However, an intentional hinder would be avoidable. 3. Avoidable is interpreted as
"could have been avoided", ie. if the player would have done, there
would have been no hinder. 4. Audible avoidable. 5. Examples: a) Player X is pinned against
the wall. They move into the open court and in doing so creates a hinder. This
is avoidable because had they not moved no hinder would have occurred. b) Player X goes for a kill from
center court, but leaves the ball up. The ball rebounds back to center court
and Player X does not move in time for Player Y to take the shot. Obvious
avoidable hinder. c) Player X is upset as the shot
has gone to the back wall on a fly and is rebounding to front court for an easy
kill for Player Y. So X starts stamping their feet and making loud noises to
try and fake Player Y into thinking Player X is coming up to cover. Obvious avoidable. d) Player X is anticipating a
kill and is moving forward when Player Y drives the ball down the line. Player
X must reverse movement and used Player Y's back to push off. Avoidable. e) Player X makes a great diving
get in front court, but the get, although good, is a setup for their opponent.
Player X attempts to get back on their feet to retrieve and in doing so blocks
Player Y's shot. This is an avoidable: Player Y must be allowed the shot. f) Player X is tired from
the previous rally and calls time out after the score has been called. This is
an audible avoidable, player Y gets a point. VI. The
Tie-Breaker A. Players
are allowed two time outs each in the tie-breaker. B. The
player or side who scored the most total points in the previous games of the
match shall serve first in the tie-breaker. In case of a tie of total points, there shall be a new toss.
VII. Lines Judges A. The
addition of lines judges has been one of the best new developments in
racquetball. It has enabled the players to have a course of action if they feel
certain calls have been made in error by the referee, yet the referee still
maintains control of the match. B. Two
lines judges shall be used. C. The
lines judges have one vote each on appealable calls, and the referee has one
vote. Two out of three is
necessary to either uphold or reverse a referee's call. D. If
both lines judges disagree with the referee, the call is reversed. Players have
3 declined appeals per game plus a game ending appeal, if one of the lines
judges disagrees with the referee's call the player keeps the right to appeal
but loses the rally. If the player makes an appeal and the referees call is
upheld by both lines judges, then they lose 1 of their appeals. If the referee is overturned by the
lines judges then the player gets to keep that appeal. Once all 3 appeals are lost, the player
must continue as if they had no lines judges for the remainder of that game
until game point which is always appealable. E. What
can be appealed: Everything
but technicals and game/match forfeitures can be appealed. eg. Skips, kills,
serves, receiving line faults, foot faults, drive serve line faults,
avoidables, rule interpretations. F. There
should never be any discussion during an appeal, except for the player saying
"I appeal the serve", or whatever they are appealing. 1) The player says "I appeal". 2) The referee announces,
"the call has been appealed", or "Mr./Ms. (Player) appeals the
get", etc. 3) At this point the two lines
judges give their signal a) The
lines judges will signal either agreement or disagreement with the referee's call. b) The signal always refers to
AGREEMENT or DISAGREEMENT with the referee's call. A lines judge never rules on
whether a shot was good, not good. etc.
ALWAYS whether they agree or disagree with the referee. c) A signal of "thumbs
down" means they disagrees with the referee. d) A signal of "thumbs
up" means they agrees with the referee. e) A signal of "palm faced
down" or hand in front of the eyes means they did not see it, or cannot
make a decision. 4) Any appeal not made directly
to the referee is not allowed. 5) No discussion may take place
between the players and the lines judges G. The
referee must ascertain whether both lines judges agree or disagree
with the call or if only one disagrees to determine if the player shall lose one
of their three appeals. H. On
double bounce appeals, the player appealing must raise a hand to let the
referee and the lines judges know which shot they will be appealing later. All
appeals are made at the end of a rally. Therefore, if a Player X thinks Player
Y picked up a shot on two bounces and signals so, but Player X then wins the
rally, they will not appeal. I. It
is not mandatory for you to have lines judges. However, whenever possible they
are an excellent idea as they relieve the refereeing pressure. They are
especially important from the quarter-finals on and any tie-breaker games. VIII.
Time Outs A. Although
players are allowed a specific amount of time outs, they will usually manage
more due to wiping wet floors, etc. B. Keep
time during time outs, - they are 30 seconds each. C. It's
a good idea to say, "10 seconds, may I have the towels, please", or
something similar as the time winds down. D. If
they wish, a player may take a time out for wiping of protective eye guards and
glove changes, but do not have to call time out to wipe eyeguards. IX. Miscellaneous
Situations A. If
a player loses their eye protection, or a foreign object enters the court, or
any outside interference occurs, the referee shall stop the play. B. If
a player loses any part of their equipment, except the eye protection, the
rally should not be stopped until after the point has been decided, providing
the piece of equipment does not interfere with the ensuing play. If it does
interfere, it is an avoidable hinder against the offending player. C. If
a player holds up their swing - bend over backwards to give the player a safety
hinder on this call. But if it's not - don't. D. A
ball travels front-wall back-wall floor front wall the ball is still in play
and must be struck before it hits the floor a second time. E.
A player wants a new
ball - both players should agree to a game ball and at least one alternate ball
in case the first breaks. The referee at any time can change the ball. If both
players request a change, it should be changed. If one player wants a new ball
and the opponent does not, then it is up to the referee. F. An
apparent ace is served, called short, and the lines judges rule the serve was
good - if the lines judges rule the serve good, and the referee believes that
it could have been an ace, - then an ace is called. Otherwise, just reverse the
call. G. If
both players agree you missed the call - and there are no lines judges, you
should reverse your call. H. If
a spectator is obnoxiously rooting or coaching a player - ask them to stop, and
if they do not, have them removed from the gallery. I. If
a player does not return to the court on time from between games or after a
time out a) the referee shall call a time
out charged to the offending player. b) if they have not returned by
the time this additional time out expires, a further time out shall be called. c) when all their time outs are
used, the referee shall call a technical against the player and then wait an
equal amount of time as if a time out has been charged. If the referee is forced to call three
technicals, the match shall be forfeited. X. Laws
of Refereeing A. Know
the rules. B. Be
fair, courteous and honest. C. Never
second guess yourself. D. Always
have control. E. Call
it loud and clear. F. The
less you talk to the players, the better. Xl. And
remember: A. Every
player wants a referee. B. Every
player really wants a good referee. C. In
order to deserve a good referee, you, the player, owe it to the game to be a
good referee yourself. FUNDAMENTALS OF REFEREEING There are a multitude of responsibilities bestowed
upon any referee during a racquetball tournament, from house to National.
Perhaps the biggest burden facing the referee is keeping control of the match,
i.e., making sure it goes smoothly without arguments between the players or
between the referee and the players. To accomplish this feat, the referee must
be firm in tone of voice and consistent in the calls. Here is an insight into
some secrets of refereeing. KNOW THE COURT
Complete familiarity with the court on which the
match is being played is an absolute must for all referees. Many courts will
have "court hinders". These are obstructions in the court which cause
the ball to bounce untruly. The referee must also be able to recognize these
irregular bounces and make the appropriate call. As the referee, you must
designate any court hinders before a match starts. If you don¹t, then any
irregular bounce during a match must proceed as not being a court hinder Lights are also a problem in many four-wall courts.
If the lights are not perfectly flush with the ceiling, the ball will not take
a true bounce upon striking the light. If the light is loose, the ball will be
deadened and the ceiling ball will not carry into back court. If the light is
ajar, it will cause the ball to bounce erratically to one side or the other,
rather than a straight rebound. The gallery area is also a court hinder if the ball
has hit the front wall before entering the balcony. However, the gallery is not a court hinder if the ball goes
into the balcony without first hitting the floor. In this instance the correct
call is point, or side out, depending on whose serve it was. The same is true
in those courts where portions of the upper rear side wall are left open, and
the ball caroms into an adjacent court through this opening. WHAT THE PLAYER CAN CALL
The next step in being prepared for a match is for
the referee to instruct the players as to what they can and cannot legally do
on the court. Among the most important things are 1) The only time a player can
call a hinder is on a backswing hinder, or from stepping on an opponents foot,
or if they are likely to strike the opponent with the ball or the racquet. The backswing hinder is a touchy situation because it
can possibly create an "option play". That is when a player is
hindered on the backswing but goes through with their shot anyhow. If they hit
a winner they will not call the hinder; if not, they will want the hinder. As
referee, you cannot allow this. The player being hindered must call the hinder
immediately, if they do not, the shot must stand. The referee should request that all players call
their own skip balls and double bounce pick-ups. The referee should make a call, and if there is disagreement
among the players as to whether the shot or pick-up was good or not, the
referee's call will stand. For the sake of sportsmanship and a smooth running
match, honesty on the part of the players is mandatory. The double bounce pick-up is probably the most
difficult call to make when refereeing a match. This is because the speed of the ball, plus the poor vantage
point of the referee make it almost impossible to see or hear the bounces in
certain front court situations. If, as referee, you are not 100 percent certain
that the ball bounced twice, do not make a call. Let play continue. This will
not upset the players as much as calling a double bounce that possibly was a clean
pick-up. CALLING THE SCORE
One of the most important jobs the referee has is the
often overlooked science of calling the score. Prior to the start of the match,
the referee should inform the players that they cannot serve the ball, until
the score has been called. The biggest reason for stressing this point, is that
a well timed method of calling the score will set the tempo of the match in the
referee's control, rather than that of either player. The referee should wait until both players have had a
few seconds to recover from the previous rally, then call the score. The server
and receiver then have ten seconds to start the rally. If the receiver is
stalling until close to the ten second limit, you must still give the server
time to check the receiver and then serve the ball. If the receiver or server
takes too much time in getting ready, then call a loss of point penalty, which
will cause the offender to pose a point but the serve remains the same. If the
receiver is not ready, they should raise their racquet to show the server they
are not ready. This, and turning their back to the receiver are the only
options to show they are not ready to receive the serve. Use discretion and be
reasonable with this rule. STOPPING PLAY During the course of a match the referee will have to
stop play from time to time. If the reason for stoppage is not a hinder the
referee should call "Hold it" or "Stop play". This could
occur when the server serves before the receiver is ready, or in the case of
court hinder. If the reason for play stoppage is a hinder, the
referee should call "Hinder" loud and clear immediately upon
recognizing the hinder. Hinders fall into two categories, dead ball hinders
in which case the rally is replayed, or avoidable hinders, in which case a
point or side-out is called depending on the situation. A dead ball hinder is described in Official Rules as: Any unintentional interference by a player which
prevents an opponent from having a fair chance to see or return the ball. This can be a number of things
including: 1) the ball going through the legs of the
player who just returned the ball (not automatic); 2) the ball
passing too close to the body of the player who just hit it, preventing the returning
side from seeing the ball; 3) any ball which hits an opponent on the
fly before hitting the front wall;
4) any body contact with an
opponent that INTERFERES with seeing or returning the ball; 5) any court hinder struck by the ball. It is the duty of the side that has just served or
returned the ball to move so that the receiving side may go straight to the
ball and not be required to go around an opponent....it is no excuse that the
ball is killed, unless in the opinion of the referee they could not return the
ball... Another reason for stopping play is a skip ball.
There are two things which tell if the ball skipped in or not; sound and spin.
A skip ball will generally have a rubber sliding on wood sound (squeak) and
will always pick up backspin when coming off the front wall. A good shot will
have a solid "thunk" sound when it hits the front wall and will
usually have topspin coming off the front wall. These methods will enable the referee to call 99 percent of
all shots. The one percent in doubt will come with experience. After you have
seen 1,000 kill shots, you will know which ones are good and which ones are
bad. Many players shy away from refereeing for a variety
of reasons. We can only make an impassioned plea to all players: everybody
wants to have a good, competent referee during their matches. Everybody should
then volunteer to learn to referee properly. In order to demand a good referee,
you should be one! HOW TO REFEREE PART 1
As racquetball grows, refereeing becomes an
increasingly sticky problem. Knowledge and interpretation of the rules and
ability to correctly make calls relating to them is the essence of refereeing.
This series of articles will deal with refereeing and the information, it is
hoped, will serve to help standardize refereeing on an international scale. This installment deals with an overview and theories
of refereeing, as well as the first step to refereeing a match, the pre-match
duties. What is a referee's function? Without referees there
would be no tournaments. In highly competitive athletics the need is obvious to
have a controlling element to coordinate and interpret the rules of play. In
some sports, i.e. baseball, football, or tennis, a group of officials perform
this function. In other sports, the ultimate authority rests on one person,
i.e. boxing, hockey, and of course, racquetball and handball. One of the difficulties of refereeing in the second
category is the fact that a sole official finds themselves in a situation of
high pressure. The need for an immediate and correct call, in sometimes highly
explosive circumstances, is what usually scares away most potential referees. A racquetball referee is not a person who just calls
and keeps the score. They are an arbitrator, interpreter and enforcer, as well.
Yet, the best referees are those who seem invisible, whose calls are crisp and
clear, and delivered with authority. Since most racquetball referees are also players, a
built-in awareness of rules and situations should be used as an aid to making
calls. Players must realize the intense pressure a referee is under and
referees must also be aware of the high degree of competitive spirit that the
player has. It is only through this mutual understanding that order rather than
chaos will emerge on the court. Rule 1 - Control the match. Above all else, the
referee must control the match. By control we do not mean an iron handed
dictatorship of "what I say goes, and don't you dare give me any
lip". This is one method,
although not the right one. There are many other, more subtle ways of controlling
a match. Most of these will be described in detail in the next installment of
this series. However, a few of the highlights should be pointed out. First of all, the referee can control the match, by
controlling the pace, and they control the pace by their method of calling the
score. A haphazard, "8-6,
let's go, " will not do it. A rather slow, loud and standard phrase should
be used, "Side out (pause),
eight serving six". When and when not to talk with players, use of
technical fouls, and developing the rhythm of the match are other means of
maintaining control of the game. Pre-Match Duties Most of
these control methods can be better understood if we start at the beginning. A
good referee is an organized referee. Nothing should be left to chance. Players
are entitled to, and will need, towels. They should be there. If a ball breaks,
additional balls should be on hand. These are small items, but in the long run
they help gain respect for the referee. For a player to have to run off the court, looking
for a towel or wait around extra minutes for the referee to find a new ball,
disrupts the play, could alter momentum, and generally breaks the rhythm of the
match. The less time unavoidable delays take, the better off the referee is. The referee should have a minimum of two game balls
on hand prior to an open caliber match. As the players begin warming up, the
referee should give each player one of the balls so that they both have a
chance to hit with the ball(s) that eventually will be used. When the actual
game ball is decided, the second ball should be handed to the referee and used
as a replacement if the first ball breaks. After the players have warmed-up to the point of
almost being ready, the referee should enter the court. This point in time is
crucial. In face-to-face meeting with the players, the referee should deliver a
pre-game speech of sorts. A well-done and authoritative presentation will get
the referee off to a good start. The primary reason for this tactic is to be sure that
you and the players are in agreement on all situations as they may arise. This
would include court hinders, hinders, avoidable hinders, technical fouls,
appeals and so forth. Any racquetball player competing in a tournament is
expected to know the rules. It is not the duty of the referee to explain the
rules to the players. However, it
is the duty of the referee to be sure that both players feel comfortable with
his knowledge of the rules and interpretation of them. If a player believes
that you, as referee, do know the rules as well as they do, then you will gain
their respect. As you begin your dissertation, make sure you have
the complete attention of both players.
Instruct them to cease warming up and that they will have additional
time to complete their warm-up after you are done talking. What follows is a recommended pre-match speech.
Although seemingly elaborate, this speech takes but a few short minutes, but
these are the most important minutes of the match, for the referee. You have
succeeded in putting the players at ease and informing them that you have
control of the match. Let us analyze the speech. All players should be addressed as "Mr. or
Ms". This not only shows respect for the player, it also adds some class
to the proceedings. A call of "Time out, Mr. Brumfield", is a lot
better than, "Time out, Charlie". Also, by addressing the players on
a non-personal level, you have succeeded in placing yourself above the players
in a sense, as a figure of authority. As we have noted, this must be maintained
at all times. It is important that you stress the fact that you
will call avoidable hinders and technical fouls, for these are the referee's
two most potent tools for keeping a match under control. IMPORTANT: Never give warnings on avoidable hinders. As for technical
fouls, you must use your best judgement, and show some restraint. You should allow a player to question your call,
especially if 1) you know you called it too soon or 2) they do so in a calm and
respectful manner. Any player who goes wild on the court, acts disrespectful to
the referee or racquetball in general will be hit with a technical foul and the
resulting loss of a point. The reason you should allow a bit of bantering
between the player and the referee is two-fold. First you should never reverse a call unless overruled by
the lines judges, or if you realize you made a mistake on your original call,
so discussion ends there on appealable calls. In other situations, since you should not reverse
your call and the player knows it, they usually are just releasing some steam
in the heat of the battle. Secondly the power to erase a point from a player's
score is the second most powerful tool in racquetball, and must not be abused
by power-crazed referees. A calm professional approach to refereeing must be
maintained at all times. However, the very first obscenity uttered in your
direction, should find a technical foul sent right back. The very first attempt
to undermine your respect or authority will also result in a technical. But, you can allow a player to let off
a little steam, as long as it is done right. Backswing hinders are tough to call because they are
tough to see. At no time can a player be allowed to take a shot, and if it is
good, ignore the hinder; and it is bad, expect the hinder. If a player asks for
a hinder even though a shot was taken and you feel it was just a reaction shot,
or to show you that they could reach the ball, then you can replay it. This is
a judgement call on your part. And that is the way it is. Authority, respect,
restraints, common sense, and hopefully, a bit of class. Try it. See if your
refereeing does not improve. HOW TO REFEREE PART II
Controlling the match is the essence of refereeing.
Without the control from a neutral party, racquetball matches would result in
chaos, as would any competitive sport lacking a judge to enforce the rules. Yet
a lame referee can sometimes be more disruptive than no referee at all, a
situation that often leads to ugly scenes on the court. Therefore, for those who take their refereeing
seriously, this article will give some insight on the ways and means of
maintaining control of the match. As this series of refereeing develops, we will try
and hit almost all possible situations that can occur on the court. However, for those of you who may have
specific rule or situations that need clarification or interpretation, you can
write to the Officiating Committee, c/o Canadian Racquetball Association, 12
Fulham Ave. Winnipeg, Manitoba R3N 0G2. Calling the Score
As
touched on briefly earlier, control of the match begins with the method of
calling the score. By the timing and tone of voice, the referee can project
virtually any image they want; weak or strong, knowledgeable or confused,
confident or apprehensive, professional or amateurish. The calling of the score is the starting point for
each rally, and never should a second serve be allowed that is not preceded
entirely by the expression "Second Serve". Often players who tend to "get hot" like to
grab the ball and put it in play as soon as possible. It is the referee, not
the "hot" player who controls the pace of the match. The receiver as
well as the server is entitled to the appropriate time to prepare between
rallies. When do you call the score? Generally after a few
seconds has elapsed from the finish of the previous rally. You do not have to
wait for the players to be ready before calling the score, but you can give
them a few seconds so that if they want to call a time out, they can. If they
ask you to wait a little longer before calling the score, you can use your own
judgement as to how long you want to wait. Once you get into a rhythm, stay
with it since the players will get used to it as well. Making the call
The sequence goes something like this: "Eight serving six". During the play a shot hits the floor:
"Skip ball (pause), side out",
(pause), "Six serving
eight", and the process is
repeated. The last thing you want is to have the rally-ending shot occur and
the referee not say a word. Everybody is waiting for your call: players, fans,
and lines judges. Every split second seems like an eternity. Up or down? Good
or bad? After a rally ends, it should end on a referee's call: skip ball, point, hinder, etc. The
worst call is no call at all. Loud and clear. This all brings us to another
refereeing rule for referees: call it loud and clear. Nobody is correct every single time. Just as the top players
miss easy shots occasionally, the best referees will miss plays sometimes.
Players do not expect perfection from the referee, but they do expect
decisiveness. A hemming and hawing
referee is the worst kind, the kind who will be eaten alive by a tournament
veteran who relishes intimidation. If you make a bad call, reverse it and
continue if you have the opportunity. If you are lucky enough to have linesmen,
the call can be appealed. Otherwise, just keep on plugging. The one thing you should never do, is to ask the players their opinion.
They are playing, you are refereeing. You are not a fan, not a spectator, you
are an integral part of the match. This should not be misinterpreted as meaning that
players should never be allowed to voice an opinion. If, in fact, two honest
players are competing and the referee misses a call, one player might offer,
"No, the ball skipped." Or, "No, I got it on two". In these
cases, simply thank the player for their honesty, call the score and proceed. In any event, as a referee, welcome the player who
calls his own. It shows sportsmanship, class and desire to win fairly, - the
essence of sport. When to talk with
the players
Seldom, if ever. The less discussion that goes on
between players and referee, the better off you will all be. As stated earlier;
you referee, they play and it's that way for a reason. If however, a situation
pertaining to rules occurs, some discussion might be necessary. Player A felt that the ball struck a court hinder.
You briefly and calmly explain that as in your pre-game instructions, there are
no court hinders and you are very sorry. Player B wants to know how many time outs they have
remaining. "You have two
remaining", is your reply. No more, no less. Do not comment on their play
even if it is great or entertaining. The only real exception to this rule, is if you get
stuck with a true rule interpretation. And the only way you can get stuck is if
you are unprepared. In the middle of a rally, as Player A strikes the ball and
loses a shoe. Player B returns the ball and Player A scrambles around trying to
return it. When Player A cannot,
he argues that he is entitled to an automatic hinder. You felt that Player A
would not have reached the shot anyway, shoe or no shoe, and that your call
against them would stand. Player A, certain of being correct, requests a ruling
by the tournament chairman. This type of discussion could occur, although rare.
By the way, if the shoe did not interfere with Player B or if it was not a
safety hazard, the play shall continue until the end of the rally. If the shoe
did interfere with the play, it would be an avoidable hinder on Player A. Technical fouls
Prior to the inception of the technical foul, the
referee had two choices, allow abuse from players, or forfeit the match. The technical foul allows some leeway to both player
and referee, with the technical foul resulting in deduction of one point from a
player's score. What is a technical foul? Similar to basketball's technical, it
is a situation of deliberate and excessive conduct and/or language directed
toward the referee, lines judges, spectator or player. Examples of technical
foul material are obscenities, which are instant technicals if there is any
doubt that it was uttered a) in the direction of the referee or b) to a fan or
opponent or c) at the player himself if loud enough for the spectators to
overhear. Other examples of technical foul-like activities
would be excessive striking of the ball after the play has ended, especially
after a warning; yelling, screaming or hollering at an opponent, spectator or
referee beyond decent limits; failure to return to the court after a time out
when no time outs are remaining; general unsportsmanlike conduct. Something good to know: if a player should strike the ball in anger (or for whatever
reason) after the play is over, and that ball should turn up broken, the player
has forfeited all rights to a replayed rally by their striking the ball after
the play has ended. Forfeiting a match Any physical violence whatsoever, in any way, shape
or form, would compel the referee to forfeit the match. Such drastic action is
not only warranted, in such cases, it is mandatory for the good of the sport. Sure, tempers flare occasionally, players sometimes
get hit by balls, and even racquets. In the course of play, emotions often run
high. But a players who cannot control his/her emotions without endangering the
physical health of another player, does not deserve to play racquetball. There are other situations, such as a player who,
despite two or more technical fouls, continues these outbursts of obscenities
or other unsportsmanlike conduct. The forfeiture rule is there to protect the sport
from those persons who do not care enough about it, to be willing to play in
the spirit of competition and sportsmanship. We do not need these people. When
their on-the-court conduct becomes so detrimental to racquetball that we are
compelled to take action, they are only receiving their just due. Intimidation
Only the unprepared can be intimidated. A referee who
does not know the rules or how to enforce them will find themselves on the
defensive almost from the first point. Players will test referees, see how far
they can go with shenanigans, verbalizations and so forth. It does not take a great deal of time to read the
rule book and become familiar with racquetball's rules. It only takes some
desire to referee during a tournament, and it only takes some self-pride to
take pride in one's refereeing ability. The best way to stop a player from intimidating you
is to not let them start. Crisp, concise calls; affirmative, authoritative
voice; and control of the match are all you need. Your call of "play
ball" should be enough to get the game back on the track. If a technical
is in order, dish it out. And above all, never allow yourself to be talked into
reversing a judgement call. Never re-play a rally because one player feels you
missed a call. Make your call, loud and clear, and stick to it. You can change
your mind immediately if you feel you stopped the play to hastily. One of the major problems in racquetball over the
past years has been inconsistent refereeing. In top flight pro play even more
pressure is on the referee to make the correct calls. The use of lines judges
has taken some of that pressure off the referee and enabled the player to have
a course to follow in case of a missed call. The use of lines judges eliminates a great deal of
this time-consuming bickering. Lines judges do a great job in helping the
referee control the match and at the same time make the outcome as fair and
impartial as possible. We urge all tournament hosts to consider the use of
lines judges in their tournaments. It can be done without hindering the
referee's authority, and it will make for smoother, more enjoyable racquetball,
for players, referees and spectators. Position of the
lines judges
Where the lines judges station themselves will depend
on the type of court on which the match is being played. In all cases the lines
judges should have vantage points as different from the referee and each other
as possible. In a standard racquetball court with no glass, only
the regular balcony viewing, the referee should be centered equal distant from
the walls. If the court has no glass back wall and only balcony
viewing, the lines judges will be at the side walls on the balcony with the
referee in the center. In a court with a glass back wall, the same holds
true, with the referee in the center and the lines judges at the sides. Duties of the lines judges
Lines judges may not initiate any call at any time.
They are there to give an opinion if the referee cannot make a call or if the
referee's call is appealed by a player.
Once an appeal is made the referee then must check the lines judges for
that opinion. Again, lines judges cannot offer their opinion unless
specifically requested by the referee. If the lines judge agrees with the referee's call, they
say nothing, simply signals "thumbs up". If they disagree with the
referee, they signals "thumbs down". If the lines judge did not see
the play or cannot make a decision for any reason, they signal by making a
sideways back-and-forth gesture with his hand palm down or places the hand in
front of their eyes. Two out of three makes a decision, so it takes both
lines judges to overrule the referee. If one lines judge cannot make a call and
the other lines judge disagrees
with the referee, the rally shall be replayed. If the referee could not see the
shot, they can say so and let the lines judges make the call. If they do not
agree with each other then the rally shall be replayed. If only one official
sees the call, then that call stands. There are no primary or secondary lines
judges any more, they both make the call at the same time. How the system works. Let us take an example of just
what everybody should do in an appeal situation, - the players, the referee,
and the lines judges. Two players are involved in a rally and finally one of
them goes for bottom board, hitting an apparent roll out, which was called
"good" by the referee. Their opponent, feeling the ball skipped,
simply turns to the referee and says, "I appeal the last shot". The referee then announces to the lines judges and
gallery, "The call is being appealed", and immediately turns to the
lines judges and says, "I call the shot good. Do you agree?". The lines judges then issue their "thumbs
up" or "thumbs down" or "no call". If the referee is
overruled by the lines judges, then the appropriate call must be announced. What can be
appealed
Most situations can be appealed during a match.
Technicals and game/match forfeitures are the only things that cannot be
appealed If you make an appeal and that appeal is unanimously
turned down, then the referee's call stands, and you lose one of your three (3)
appeals per game. If however, your appeal is upheld then the circumstances
become a bit more complicated, and you keep your appeal. If you lose your
appeal but one lines judge disagrees with the referee then you lose the rally
but keep your appeal. Let us make the examples one by one. You have shot the ball, the referee called
"skip" and you appealed. Your appeal is upheld by the lines judges.
In this case the call is then reversed and your shot is ruled good. You then
are awarded a point or service depending on the situation and you keep your
appeal. Your opponent shoots the ball and the referee rules
it a good shot, but you felt it skipped. You appeal and your appeal is upheld.
In this case the call is reversed and the shot called a skip. You then are
awarded a point or the serve depending on the situation and you keep your
appeal. The referee calls "short" on a serve you
thought was good. You appeal and the lines judges rule that yes, it was a good
serve. If the serve, in the opinion of the referee was a clear ace serve, you
are then awarded a point. To receive an ace in this situation, your serve must
virtually roll out of the crack at
the side wall. If there is any doubt at all, the referee cannot award
you an ace. If it was not an ace serve, perhaps a routine drive
or lob then you simply are given two serves again. If your opponent serves a serve that you feel was
short, yet no call was made by the referee, you must play out that point. If
you win the rally, there is no sense appealing the call; however the server can
appeal it. If they do and their appeal is upheld, then they serve again with
one serve coming. If you lose the above rally, then you should appeal
the "no call". If your appeal is upheld, then the rally is replayed
with one serve coming to the server. If they already had one fault, then the
side would be out if your appeal is upheld. If you think you reached a shot on one bounce but the
referee calls two bounces the rally has ended, so an appeal is easy. If your
appeal is upheld the rally must be replayed because there is no way to
determine if your opponent could or could not have returned your shot. If you feel your opponent picks up a shot on two or
more bounces, but there is no call by the referee, you must continue to play.
However, since you will want to appeal this particular play after the rally has
ended, you must in some way signal the referee and lines judges so they will
know which exact play you will be appealing. This is a difficult situation but
the only way in which an appeal on this play can be made. In order to make this appeal you must raise your off
hand. You will not want to keep your hand upraised very long since you still have to retrieve the
shot just hit by your opponent. Just keep it up a second or so in order that
the referee and lines judges see it.
Of course, if you win the rally, no appeal is
necessary. If you lose the rally you should appeal and the lines judges and
referee will know which instance you are referring to. If you win your appeal,
you win the rally. How to appeal. Appeals by a player must be made
directly to the referee. Any appeal directed to any other person, including a
lines judge is not an official appeal and will not be recognized. Lines judges must not make any call,
either by voice or motion at any time, unless specifically requested to do so
by the referee. If a player asks the lines judge if they thought a particular
shot was good or not, the lines judge should remain silent with a blank facial
expression, or look away. HOW TO AVOID THE AVOIDABLE HINDER The most confusing and sensitive rule in racquetball,
for beginners and veterans alike is the avoidable hinder. It is a rule that has
plagued players and referees since its inception and it will probably continue
to do so. The purpose of this article is to help all players
better understand the avoidable hinder, the reasons for its presence in the
rule book and the interpretation of it for competitive purposes. The avoidable hinder has specified areas within the
rules, which have been generally expanded through interpretation. Briefly, a
point is awarded, or a side out or a handout ordered upon the committing of an
avoidable hinder. Such a play occurs when 1) one player does not move
sufficiently to allow their opponent a shot, or 2) one player moves into a
position affecting a block on the opponent, thus making it impossible for the
opponent to return the ball, or 3) one player moves into the flight of the ball
and is struck by that ball just played by their opponent, or 4) one player
deliberately pushes the opponent, or 5) any noise or stamping of feet when the
opponent is taking their shot, or 6) calling for a time out after the service
has been announced. The simple facts related in the above paragraph will
come as a surprise to many beginning players, who incorrectly assume that once
a player has established "position" it is theirs to hold. This is one of the greatest
misconceptions of racquetball. No player at any time during any match
"owns" a position on the court. It is the obligation of any player to move
sufficiently to allow the opponent a clear and unimpeded shot at the ball. The reasons for the avoidable hinder are many, and
can be specified. First and foremost, the avoidable hinder acts as a
deterrent to injury. By making it
mandatory under the rules that each player must move to allow their opponent a
shot, the chances of one player striking another with the racquet are greatly
reduced. Of course, this is assuming both players get out of each other's way. Injuries caused by getting hit by the ball are also
reduced due to the avoidable hinder rule, and although generally much less
painful than getting hit by the racquet, bruises have been known to slow up
some players. Another injury eliminated by the avoidable hinder is that caused
by collisions between two players. Although some unavoidable collisions and
potential injuries can occur, the avoidable hinder makes the possibility far
smaller. Another reason for the avoidable hinder rule is to
allow more movement and freer flow of action on the court. By prohibiting the
establishment of position theory, the avoidable hinder enables the players to
move about the court with less worry of contact, and therefore, more
concentration on the game. This encourages higher skills, better workouts, and
much more enjoyable watching. With adherence to the avoidable hinder, players can
minimize arguments, greatly reduce play stoppages and generally find the game
much more fun to play, - as it is intended. FAILURE TO MOVE
As stated earlier, this rule is divided into
sub-parts, each describing various offenses under the avoidable hinder.
Remember, each offense results in a point or side out or half down against the
committing party. The first such specified offense is "Failure to
Move" - when the offender "does not move sufficiently to allow the
opponent their shot". The interpretation of this section is clear. You MUST
GET OUT OF THE WAY OF YOUR OPPONENT. It makes no difference if doing so will almost assuredly result in your
losing the rally. You have undoubtedly gotten yourself in this position due to
a poor shot and now you must pay the consequences. All players at one time or another have hit a shot
that seems to come back to them. You have to move out of the way. Many players claim that they have no idea where their
opponent is, that they are afraid to move for fear of a violent collision.
Again, this is no excuse, for just as it is your obligation to move out of the
way, it is also your obligation to know where your opponent is, if that is what
is necessary to make you move. For example, the biggest single threat to safety on
the court among beginning racquetball players is that player who never takes
their eyes off the front wall. This player will strike the ball and crouch
down, facing the front wall, waiting for their opponent's return to come into
view. Not only is this practice poor racquetball fundamentals, it is also
extremely dangerous. If the ball that is just hit should carry to the back
wall on the fly, it could very easily rebound back to center court and if their
opponent is playing correctly, then total concentration will be on striking the
ball, and that is where their eyes will be focused. It is the obligation of the first player to look over
their shoulder, and if necessary get out of the way, to allow the opponent this
shot. If there is a collision, or if this player is struck by the racquet, or
in any way hinders their opponent's shot, such hinder is avoidable and the rule
applies. Many players do not look over their shoulder because
they are afraid the return will strike them in the face. Yet the damage
potential from being struck by the ball is far less than that of being struck
by the racquet. Not only will it lessen the chances of injury,
looking over one's shoulder will improve your game, by enabling you to react
far quicker to your opponent's next shot. BLOCKING
This section of the avoidable hinder rule states,
such a hinder is created when one player, "moves into a position effecting
a block on the opponent about to return the ball, or in doubles, one partner
moves in front of an opponent as their partner is returning the ball." The first part, devoted primarily to singles, is the
opposite offense of Failure to Move. This is moving too much. The player who is guilty of moving into another and
effecting a block, is unquestionably the dirtiest of players. This is the
person who, when you have them out of position, does not care; they will get to
the position they want, even if it means putting shoe rubber on your chest. The blocker realizes at all times what is happening.
They are watching the ball and sizes up every situation. When their poor shot
results in a virtual set-up for the opponent, there they are with the block,
claiming "hinder, hinder", when no movement on their part would have
enabled the opponent a clear shot. If you have hit a poor shot from deep court, giving
your opponent a mid-court set-up, do not rush in directly at them in a frantic
attempt to get back into the play. If your opponent should in any way delay
their stroke, or move back slightly for a better angle, or even have a large
backswing, you could get hit, and it is your fault. You must allow your
opponent their shot. Many top players, when forced into this situation
just choose to cover one side of the court. They make this decision based on
the assumption that if their opponent kills the ball, there is no way to
retrieve it anyhow, and secondly, if they were to attempt to climb their
opponent's back for center court position, this would block their own vision. One player's favorite ploy was to run directly behind
their opponent who had a sure set-up and every time their opponent would kill
the ball the first player would throw up their hands yelling, "hinder,
hinder, I never saw the ball". Of course, this is not a hinder, when
created by that player. In other
words, you cannot create a hinder for yourself. They had poor position
because they hit a poor shot, and that is all. The line in this portion of the avoidable hinder rule
commenting on doubles play is one of the most difficult avoidable hinders to
detect. Veteran doubles teams have thoroughly frustrated their opponents and
confounded rookie referees by this tactic. It is the case when as your partner strikes the ball,
say, from the right side of the court, you at that moment move directly in
front of you opponent on your side. Your partner's shot, if it is a pass cross
court, will never be seen by the player you have just blocked. It's nice if you
can get away with it, although not only is it dirty play, it is an avoidable
hinder. A block of this type is asking for trouble and the
leading reason for bad feelings between some doubles teams. Doubles is close
enough with four players inside that 20 x 40 box. More blocking is unnecessary. MOVING INTO THE BALL Some players used to wear thick gray sweat pants, a
long sleeve thick gray sweatshirt and every time their opponent would have a
shot off the back wall, would move directly into the path of the ball, be
struck by it, and claim a hinder. If unfortunately, the referee was inexperienced and
allowed the player to continue this practice. The player would win the match, but ran into a more
competent referee the next round and was continually charged with avoidable
hinders. This extreme example shows clearly what is meant in
the third section of the avoidable hinder rule which reads that a player
"moves in the way and is struck by the ball just played by their
opponent". This avoidable hinder can be treated at almost any
spot on the court but it is usually done off the back wall, when the player has
time to move into their blocking position. Moving into the ball is perhaps the most easily
detectable of all avoidable hinders. It is a blatant attempt on the part of one
player to prohibit their opponent's shot from following its natural course. The player in the sweat suit had calculated the risks
involved, wore this outer coating of protection and just decided to take their
rips. It was embarrassing to watch, as no player can make a bigger fool of
themselves under any circumstances. PUSHING
An avoidable hinder is called when one player is
"deliberately pushing or shoving an opponent during a rally". This
avoidable hinder is not as easy to detect as one might imagine. The most common
pushing is done by the rookie player, the one who does not know any better. They are the ones who rush in to cover your shot, and
when you anticipate this move and hit a ceiling or pass return, they put their
hand on your back, and push off as they change directions. The reason for making pushing off an avoidable hinder
is due to the effect that it has. For one, it gives the player doing the
pushing an unfair start on his retrieving efforts. Secondly, it often results
in making the player who is being pushed, off balance and thus in an awkward
position to retrieve the subsequent shot. A third reason, of course, is injury. Remember:
at no time are you allowed to push your opponent. It is always an
avoidable hinder. What then,
should you do if your opponent is in your way? Well, whatever you do, do not
push. If you get boxed in and they
are in your way, just take a hinder and forget it. Pushing will lead to hard
feelings on the court and probable rough play, and more injuries. If your opponent is not moving out of your way, it
should be an avoidable hinder and if the match is refereed, it should be
called. OTHER VIOLATIONS
Although the aforementioned circumstances directly
fall under the avoidable hinder rule, there are a number of other circumstances
that do as well, through interpretation. It must be pointed out that at no time is the
avoidable hinder meant to infer deliberate hinder, although any deliberate
hinder would, in fact, be an avoidable. There are cases where the player does
not deliberately hinder their opponent, yet it can still be avoidable. One of the most sensitive calls occurs when one
player dives for a ball, and is successful in returning it to the front wall.
Many players with intense competitive desires often dive for balls, especially
late in a close match. That is not the problem. The problem is when the player
attempts to get up from the floor. In the event that the return after the dive rebounds
at or near the fallen player, they still have every right, of course, to regain
their feet. They do, that is, unless in doing so they create an avoidable
hinder. In other words, if in regaining their feet, the
player effects a block on the opponent, or moves into the path of the ball, or
fails to move as the ball rebounds toward them, they must lose that point, or a
side out or handout must be called. We all have compassion and admiration for
the player who can make this desperate lunge for the ball and get it. However,
they have no unlimited freedom in regaining their feet. They must let the
opponent have their shot and even though this seems like a pretty tough
interpretation, remember, that player probably would not have had to dive, had
they not hit an earlier shot poorly. The opponent cannot be discriminated against for
showing superior control in making the rally reach this situation where they
have finally maneuvered the opponent into the ultimate of poor position, -
prone to the floor. To allow the fallen player complete freedom in regaining
their feet would be to possibly take away a well earned point from their
opponent. Another example of an avoidable hinder, is that
player who yells, or stamps their feet as the opponent is about to strike a
shot, particularly a set-up. This not only is an avoidable hinder, it is also
unsportsmanlike conduct and can be punishable under that particular rule. Usually one or at most, two avoidable hinder calls
will stop a player from continuing these illegal antics on the court. There are
some players who attempt to see how far they can go in intimidating a referee
along these lines. Thus, in the final analysis, it is the referee's duty to see
that avoidable hinders are called. Many referees are too timid to take what
they consider this drastic action, the awarding of a point or serve to one
player. Yet, it must be done. For the game to continue to evolve as a clean
sportsmanlike and enjoyable sport, all avoidable hinders must be called, and
just as importantly, they must be understood by the players. THE RECEIVING LINE IS NO BARRIER TO FLY RETURN Three of the least understood rules in racquetball
are those that relate to the five foot line. The Receiving Line (Rule 2.1
(b)(6), Return of Serve (Rule 4.7 (a)), and Fly Return (Rule 4.7 (c)). All three of these rules can be grouped
under the single heading of the Receiving Line, because it is at this point
that the confusion begins. Rule 2.1 (b)(6) reads: Receiving Line. The receiving
line is a broken line parallel to the short line. The back edge of the receiving line will be five feet (1.5m)
from the back edge of the short line.
The receiving line will begin with a line 21 inches (53.2cm) long that
extends from each side wall: the two lines will be connected by an alternate
series of six inch (15.2cm) spaces and six inch (15.2cm) lines (17 spaces and
16 lines (See Rule 4.7 (a)). WAIT FOR SERVE Return of Serve: Rule
4.7(a)(1). The receiver must stand behind the receiving line. Neither the
receiver nor their racquet may enter into the safety zone until the ball
bounces or crosses the receiving line. Rule 4.7(a)(2). The receiver may not strike the ball
on the fly until the ball passes the receiving line. The call, or non-call, may
be appealed. Any violation by the receiver results in a point for the server. As with almost all racquetball playing rules, they
have been included for the prevention of injury. The Receiving Line rule is for the protection of the players. If it were not
there, you would have receivers rushing serves and taking them out of the air
in front of the server's box, and driving the ball past the server. The chances
of the server being injured by the receiver's racquet will have multiplied by huge
numbers. Secondly, the rule establishes some order and
continuity to the commencement of each rally. Imagine the chaos on the court that would occur if in
doubles the receivers could stand wherever they wanted? You would have one
player way up front, another player deep, or maybe one partner would stand on
the server's back and harass him in some way. So the rule is there to preserve some order within
the framework of the competition. FLY RETURN In making a fly return, the receiver must wait until
the ball passes the receiving line before they can strike the ball. Once the
ball passes the receiving line the player may strike the ball and carry over
the receiving line with their racquet or body. The receiving line is an important part of the
racquetball court. The rules that cover this part of the court are important
and serve a useful purpose, mainly the elimination of needless injury. There should be no real difficulty in
learning or following these rules, for they are plain and simple as written. AGENDA FOR REFEREEING CLINICS In this section we will dwell at greater length on
the presentation of the training clinics and on the criteria required to obtain
the various levels. These training
clinics will be directed by a Level II or a Level III official who has attended
a briefing session on the operation of training clinics given by the Provincial
Officiating Coordinator. TECHNICAL "A" The Technical "A" level is one of the two
prerequisites to obtain the first grade of official, and it consists of the
complete reviewing of all the rules and regulations of racquetball. The duration of this training course or
clinic is approximately 3 hours. MATERIAL REQUIRED 1. Registration 2. CRA
Official Rules of Racquetball CLINIC 1. Registration
of all the candidates 2. Explanation
of the various levels & types of examinations 3. Reviewing
of the rules with discussion of the obscure points, without dwelling too much
on hinder rules. PASSING CRITERIA Attending the session on rules. TECHNICAL "B" TECHNICAL "B" is the second of the two
prerequisites to obtain the first official grade, and it consists of the
application of the official rules in a playing situation. It must be pointed
out that the TECHNICAL "A" clinic and this particular clinic can,
according to the demand and /or the distance to be traveled by the Course
Conductor, be combined into only one clinic The Duration of the Technical "B" clinic is
approximately 4 hours and approximately 7 to 8 hours if the Technical
"A" and "B" clinics are held at the same time. MATERIAL REQUIRED 1. C.R.A.
Official Rules of Racquetball 2. Official
Refereeing Guide 3. Examination
on the rules 4. Any
other material considered necessary CLINIC 1. Registration
of all the candidates 2. Reviewing
the Official Refereeing Guide with more emphasis placed on the hinder rules. 3. Demonstration
on the court 4. Written
examination on the rules 5. Correction
of the examinations PASSING CRITERIA 1. To
have a Technical "A" certificate 2. To
attend the session on the Official Refereeing Guide 3. To
obtain a 70% mark in the written examination LEVEL I This is the first of the 3 levels of certification
recognized officially by the C.R.A.
This level is a practical assessment of the candidate during a
tournament. MATERIAL REQUIRED 1. Evaluation
sheet 2. CRA
Official Rules of Racquetball CLINIC 1. Registration
of all the candidates 2. Meeting
of the candidates for the purpose of clarifying some obscure points 3. Evaluation
done by one member of the Certification Committee or delegate with a minimum
Level II certification during a tournament PASSING CRITERIA 1. To
have one's Technical "A" and "B" certificates 2. To
have made one's request for assessment during a tournament. 3. To
be evaluated favorably during a tournament on 2 singles matches of the
"B" category or better (provincial classification). LEVEL II This level is probably the most difficult to obtain.
The holder of a certificate of this level is qualified to referee matches
during provincial and national events. They have to assume many
responsibilities, the greatest one being to keep the control of the match, that
is, seeing to it that it takes place smoothly and without any dispute between
the players or between the referee and the players. In order to succeed in doing that, the referee must
have a thorough knowledge of the rules;
they must be just, courteous and honest, be very familiar with the court
hinders, dead ball hinders and avoidable hinders. The duration of this clinic
is approximately 4 hours. MATERIAL REQUIRED 1. Evaluation sheet 2. CRA
Official Rules of Racquetball 3. Changes
in the rules 4. Official
Refereeing Guide (notes on hinder rules) 5. Written
examination of the candidates on the hinder rules CLINIC 1. Registration
of all the candidates 2. Complete
review of the Official Refereeing Guide, especially the part dealing with
hinders. 3. Examination
on the hinder rules 4. Correction
of the examinations 5. Evaluation
by 1 member of the Certification Committee with a Level III certification
during a tournament. PASSING CRITERIA 1. To
have a Level I certificate for at least one year 2. To
attend the Level II clinic 3. To
successfully complete the examination on hinders 4. To
have made one's request for assessment during a tournament. 5. To
be evaluated favorably during a provincial tournament (or the equivalent) on 2 singles
of the "A" category and l doubles match of the "A" or
"B" category (national classification) LEVEL III The attainment of this level is the ultimate purpose
of any referee, but they will have to devote to the task the required number of
hours and the necessary effort. In order that a player may become a champion, they
must spend a lot of time in practice. In refereeing, they must do likewise,
that is, being active at all levels of refereeing; they must especially referee
as many matches as possible, at all levels. MATERIAL REQUIRED 1. Evaluation
sheet 2. CRA
Official Rules of Racquetball CLINIC The evaluation is done by 2 members of the
Certification Committee during a tournament. PASSING CRITERIA 1. To
have a Level II certificate for at
least l year 2. To
be active at all levels 3. To
be recommended to the Certification Committee 4. To
be evaluated favorably during a provincial or national tournament on 2 singles
matches and 2 doubles matches of the "A" category (national
classification). CERTIFICATION REVIEW Level III Certification - by National Chairman or
Regional Certification Committee. Level II Certification - by any Level III referee Level I Certification - by any Level II or III
referee. The Certification Committee shall consist of 2
individuals of a Level III certification appointed by the National Officiating
Committee. The regions shall be: Western: British Columbia, Alberta, Saskatchewan,
Manitoba Eastern:
Quebec, Ontario, New Brunswick, Prince Edward Island, Nova Scotia, Newfoundland. The National Officiating Committee consists of a
National Chairman, appointed by the C.R.A. and 4 other representatives from
across Canada. LEVELS OF REFEREEING CERTIFICATION TECHNICAL "A" ·
Attendance at Rules
Clinic TECHNICAL "B" ·
Must have Tech. A
certificate ·
Attend session on
Official Refereeing Guide. ·
Obtain 70% on written
exam LEVEL I ·
Must have Tech. A and B
certificate ·
Request to be assessed
at a tournament. ·
To be evaluated
favorably at a tournament on 2 singles matches of the "B" category or
better. LEVEL II ·
Attendance at Clinic ·
Attendance at practical
demonstration. ·
Passing written Level
II exam ·
Observation during a
tournament on 2 singles match of the "A" category and 1 doubles match
of the "A" or "B" category. ·
Evaluator(s) indicates
referee shows a)
good judgement b)
knowledge c)
interest ·
Must have Level I certificate
for at least one year. Level III ·
To have Level II
certificate for at least one year. ·
To be active at all
levels ·
To be recommended to
the Certification Committee ·
To be evaluated
favorably during a provincial or national tournament on 2 singles matches and 2
doubles matches of the "A" category (national class) |