official guide for referees

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.
once the match has started.
Alert players that avoidable hinders and technical fouls will be called and that no warnings will be issued
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)
unsportsmanlike conduct.
b)
One of the most powerful tools at the referee's disposal: it takes a point away from a player due to
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)
the players will cooperate.
Use the forfeiture rule sparingly and only in the most extreme of cases. Usually after a technical foul,
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
b)
Make all calls fast and loud, thereby eliminating any confusion as to whether the play was stopped or
that shot.
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)
D.
If in your judgement the ball would have reached the front wall if it had not struck them.
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.
disagree with the referee.
ALWAYS whether they agree or
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 pickup.
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 setup, 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)