Game Day Duties

 

SPMJFC Game Day Duties 

 

All Team and Match Officials must wear the Southern Metro Junior Football League (SMJFL) bibs (and they must be visible) and closed shoes at all times during the match. 

 

Team Managers – refer to your SMJFL Team Managers’ Handbook for an overview of your role and responsibilities. 

 

These role requirements and guidelines are aligned with the SMJFL By Laws. 

 


 

 

Umpire Escort

Activities:

  • Collect bib from Team Manager 15 minutes before the start of the game.
  • Collect water bottle for umpire.
  • Introduce yourself to the umpire and umpire escort from other team.
  • Escort umpire to and from the door of the Umpires’ room to ground at the start of the match, at half time and at the end of the match.
  • During the first and third quarter breaks, the Umpires’ Escorts must remain with the umpires, and provide a drink for them (a drink bottle will be supplied by St Paul's).
  • Act as Interchange Stewards to ensure that players enter and exit the ground via the designated interchange area.
  • Address any issues involving the behaviour of their team’s spectators towards the umpires. 
  • Return bib to the Team Manager immediately after the game.

 

Requirements and guidelines: 

  • This is one of the most important roles for match day, so please be aware of the role’s responsibilities.
  • Must be at least 18 years of age (or in the opinion of the Field Umpire, of sufficient age to be competent to perform the task).

  

Boundary Umpire 

Activities: 

  • Collect whistle and bib from Team Manager 15 minutes before the start of the game.
  • When the ball crosses over the boundary line, signal to the umpire (raise one arm) and blow whistle.
  • For Under 9s, collect the ball and hand it to the umpire as there is no boundary throw-in.
  • Keep up with the play during the game!
  • At the end of the game, return the whistle and bib to the Team Manager.

 

Requirements and guidelines:

  • Must be at least 16 years of age (or in the opinion of the Field Umpire, of sufficient age to be competent to perform the task).
  • Not permitted to coach or communicate with any players or officials – other than during breaks between quarters.

 

Runner 

Activities: 

  • Deliver messages to a maximum of 2 players before they must leave the field.

  

Requirements and guidelines 

  • Must be at least 16 years of age (or in the opinion of the Field Umpire, of sufficient age to be competent to perform the task).
  • Must not coach, barrack or in any way deliberately obstruct play or interfere with a player or official from the opposing team.

 

Votes 

Activities: 

  • Collect voting card and team list from Team Manager 15 minutes before the start of the game.
  • Throughout the game, look for players who play well, show a team spirit and good sportsmanship.
  • Suggest that you have a piece of paper and jot down players jumpers numbers and names that catch your eye throughout the game to assist you with making your decision at the end. You can use dots to illustrate possessions i.e. handpass, kick or mark and use lines to identify goals.  Remember though that the players that deserve votes are not always the one that obtained the most possessions or kicked the most goals.
  • Each home and away game 3 individuals will complete a voting slip as follows:
  • 5 votes for the best player on the ground
  • 4 votes for the 2nd best player on the ground
  • 3 votes for the 3rd best player on the ground
  • 2 votes for the 4th best player on the ground
  • 1 votes for the 5th best player on the ground
    • In all cases the voters are to complete their set of votes independently without consulting with the Coach prior to casting their votes.
    • Sign the team slip, and place the voting slip into a sealed envelope and hand it to the Team Manager. 

 

Requirements and guidelines 

  • Weekly best and fairest voting must recognise – in the vote givers’ eyes – the best five players on the ground, and they are to remain confidential at all times.
  • Under NO CIRCUMSTANCES are the votes to be used as encouragement awards. 

 

 Goal Umpire 

Activities: 

  • Collect coat, flags and score card from Team Manager 15 minutes before the start of the game.
  • Locate and introduce yourself to the other goal umpire and agree on which end of the ground you will take and whether you swap ends at half time.
  • During the game, signal when a goal or point is scored, wave flags and record the score immediately on the score card.
  • At the end of each quarter, confer and verify scores, and at the completion of the match they must sign each other’s scorecard. Ensure the area between and behind the goals is kept clear of spectators and obstacles
  • Return score card, coat and flags to the Team Manager immediately after the game.

 

Requirements and guidelines: 

  • Must be at least 16 years of age (or in the opinion of the Field Umpire, of sufficient age to be competent to perform the task).
  • In the case of a disagreement on scores by the Goal Umpires, the score recorded on the official Timekeeper’s card shall be regarded as correct.
  • Must not enter the field of dispute decisions of the Field Umpires at any time.
  • Not permitted to coach or communicate with any players or officials – other than during breaks between quarters.

  

Time Keeper 

Activities: 

  • If home game, collect timing device and score card from Team Manager 15 minutes before the start of the game.
  • Ensure that timekeeper table, chairs and portable scoreboard are set up.
  • Check that siren works.
  • If away game, collect score card from Team Manager 15 minutes before the start of the game.
  • Sound the siren:
    • when umpire raises ball to start the game
    • 5 minutes prior to the start of the game
    • 1 minute prior to the conclusion of ¼ time and ¾ time breaks
    • 3 minutes prior to the conclusion of the ½ time break
  • Immediately the siren is sounded to start the game or new quarter, ensure that the timing is set for the appropriate duration.
  • Check scores with opposition team timekeeper constantly throughout the game.
  • If a player is send off, the Team Manager must advise the Timekeeper of the players name and number and the duration of the send-off which commences upon arrival at the Timekeepers area by the Team Manager.  The Timekeeper then advises the Team Manager when the penalty time has expired.
  • For home games change the scoreboard when either team scores (the scoreboard must be kept up to date at all times during the match).
  • At the end of the game, check and agree score and sign the score card.
  • Return the score card and timing device back to the Team Manager immediately after the game.

 

Requirements and guidelines 

  • Must be at least 16 years of age (or in the opinion of the Field Umpire, of sufficient age to be competent to perform the task).
  • Must provide an accurate timing device and siren, bell or appropriate audible signalling device.
  • Timings 

Age group

Match duration

Break duration

¼ time

½ time

¾ time

U12 girls

12m quarters

3

6

3

U15 girls

15m quarters

3

10

5

U18 girls

17m quarters

3

10

5

U8-10 mixed

12m quarters

3

6

3

U11-13 mixed

15m quarters

3

10

5

U14-16 boys

20m quarters

3

10

5

U17 ½ boys

22m quarters

3

10

5

 

 Water Carriers

 Activities: 

  • Ensure the water bottles are full with water prior to the start of the game.
  • Deliver water to the players as required (and as per guidelines).

 

Requirements and guidelines: 

  • Must be at least 12 years of age (or in the opinion of the Field Umpire, of sufficient age to be competent to perform the task).
  • 1 water carrier is permitted to enter the field of play to deliver water to players in all grades up to and including the U12 competition.  2 water carriers are permitted in U13 to U17 ½ competitions.
  • Only permitted to carry plastic water bottles (metal and glass are not permitted).
  • May enter the field of play from any position on the ground.
  • Are not permitted to communicate with the Team Bench other than during the breaks between quarters.
  • Must not at any time other than during the breaks between quarters be within 30 metres of the Team Bench.
  • Not permitted to pass messages or give instructions to players or disrupt play.

 

Oranges 

Activities:

  • Buy a bag of oranges and cut them up into quarters or smaller.
  • Hand out to players at half time and/or after the game as advised.

 

Canteen Duty 

Activities: 

  • If you are playing at home your team is responsible for manning the canteen (e.g. selling and helping to prepare goods for sale).
  • Report to the canteen promptly at your allocated time (or even before if possible) as you will need a quick briefing from the canteen manager or current parents helpers on what is required.  Make sure you observe safe food handling practices and wash your hands thoroughly before handling food.
  • It is advisable to get a group of two or more responsible people and swap either at half time or each quarter depending on the number of helpers.

 

Trainer

Activities:

Before the game:

  • If the game is at the McKinnon oval - introduce yourself to the Level 1 Sports trainer who will be based at the main grandstand (these trainers are employed by the Club for all home games).
  • Familiarise yourself with the location facilities (e.g. stretcher, AED device, asthma kits if available).
  • Assess your players as they arrive to the ground (some may need minor treatment prior to the game e.g. covering cuts, older players may request joints to be strapped – but only tape joints if you are qualified to do so).
  • Sign in on the Match Day form and wear the club “trainer” bib.
  • Check that the coach has warmed up the players before the game to reduce chance of injury.
  • Introduce yourself to the opposition trainer as together you will be responsible for the safety of all the players – work together.
  • Where possible watch the play continuously so if a player is hurt you have an idea of what happened; remove injured players from the field and consult the coach about continuing play - it is the trainer’s decision as to whether an injured player takes the field again.

 

After the game: 

  • During the coach’s address it’s a good time to assess your players again and offer ice or further instruction to injured players.

 

Requirements and guidelines 

See the SMJFL By laws and the briefing provided by the St Paul’s First Aid coordinators for more detailed rules and guidelines.  The following is just a summary: 

  • Minimum of one trainer per team who holds a minimum qualification of Level 1 First Aid with an up to date CPR component with a first aid kit (including ice).
  • Be aware of any players with medical conditions such as asthma, epilepsy or diabetes.
  • In the event of an injury to a player, a venue trainer or a second or third trainer may enter the field of play; only 1 trainer is permitted on the team bench; any additional trainers must be stationed off the field (outside the fence) and must be wearing the appropriate SMJFL bib.
  • In the event of an injury:
  • contact parent/guardian prior to the child leaving the ground to handover the incident, advise follow up treatment or referral to other health professional and to discharge yourself of responsibility.
  • complete an injury form while the information is fresh to you. This form will be required if a player claims on insurance. Players have up to 6mnths to claim from an injury so please keep all injury forms and return to the first aid coordinator with your kit at the end of the season.
  • in the event of a significant injury e.g. sprained ankle, concussion or broken bone ask parents to keep you and the coach up to date with treatment and recovery and insist on a medical check prior to returning to training or match play. Please inform the first aid coordinator of any major injuries and forward all copies of injury forms regularly.
    • Player interchange (By Law 14.1) - interchange of players is permitted whilst play is in progress provided that such players enter or leave the field via the designated interchange area. If a player who is not injured leaves the ground at any place other than through the Interchange area, that Player cannot return onto the ground for the duration of the match.  14.2. Despite By Law 14.1, an injured player need not leave the field via the designated interchange area but the replacement player must not enter the field until the injured player has left the field, and must do so via the designated interchange area.
    • Blood rule (By Law 15) – upon a player being noticed by an umpire to have blood on them, the player must leave the ground immediately to be attended to; and may be immediately replaced with an interchange player. Once the bleeding has stopped, and all blood cleansed or covered, the player may be interchanged back onto the ground.  Trainers must wear gloves when attending to bleeding players, and all blood infected materials must be bagged separately and disposed of in an appropriate manner.

 

Other points to note: 

  • No person other than the Umpire Escort or Team Manager is to approach the Umpires at any time.  Team Managers can only approach the Umpire(s) during a match for matters not relating to the manner in which the game is being officiated.  
  • If a team captain calls for a head count during play, the Field Umpire will request a head count of the opposing team’s players and during this time play is suspended and the Timekeepers’ clock must be stopped.
  • A time limit of 20 minutes after the official starting time shall be allowed for teams being later, after which the match is forfeited.  A friendly match may the then played between the teams, providing that the Umpire is made aware that the official match has been forfeited.  No best and fairest votes shall be awarded in a friendly match.
  • Minimum players on the field is 12.  See SMJFL Team Manger handbook for guidance on ‘loan’ and maximum player numbers for each age group. 

 

 

Please Support Our Sponsors Below

BENTLEIGH RSL - U15

Under 15 Boys Div 4 2017

LOOKING 4 CARS TEAM - U14

Under 14 Mixed Div 2 2017
POS TEAM % Won
1 St Bedes/Mentone Tigers U14 90.91
2 Beaumaris FC 81.82
3 DJFC Under 14 72.73
4 Cheltenham JFC 54.55
5 Ormond JFC 40.91
6 Bentleigh JFC 36.36
7 AJAX U14 Comets 13.64
8 St Paul's McKinnon JFC 9.09

DULUX - U13

Under 13 Mixed Div 5 2017

KIAMA LANDSCAPES AND POOLS TEAM - U12

Under 12 Mixed Div 2 2017

HAWTHORN BRICK AND BLOCK TEAM - U11

Under 11 Mixed Div 5 2017