The following drill was submitted by Riff Reff of the Stuttgart Valley Rollergirlz.
Alternative names: --
Objective: Getting used to make and pick up calls while skating
Typical length of drill: 15 minutes
Materials needed: --
Skill level required: --
Description: Form a pace line on the outside of the track. Skate at a moderate pace a good arm's length behind each other. The last person in line makes up a call (colour-number-verbal cue). The person in front repeats the call, then the next and so on until everyone has repeated the call. Once the first skater in the line made the call s/he takes off around the track and re-joins the pace line from behind. Then s/he makes a new call and so on.
You can increase the pace with every round. You should also change to non-derby direction halfway through the drill. Remind the participants to look back over their shoulder in the turns, towards the center of the track. The more experienced the participants are, the higher the call frequency and pace.
Variation: Form another pace line in the infield and zig zag the call across the track. Swap groups from inside to outside every couple minutes.
Additional notes: This is a good drill to take new and intermediate skaters' focus off their skating and getting them used to communicate calls and to look and listen for things around them. Also, this drill can be done while skaters are on the track.
Showing posts with label Ref training: ALL. Show all posts
Showing posts with label Ref training: ALL. Show all posts
Thursday, July 19, 2012
Sunday, January 15, 2012
White Board Magic
Alternative names: --
Objective: To visualize penalty scenarios
Typical length of drill: --
Materials needed: white (dry erase) board, magnets, dry erase marker
Skill level required: --
Description: As a ref I have come across some crazy 'what if' scenarios regarding the rules. The derby ref forum's are chock full of scenario's like "What if the red jammer skates a circle around the black pivot then does a back flip across the turn but lands with her feet facing non-derby direction all while reciting the Battle Hymn of the Republic?". What better way to visualize these scenarios than with a white board.
Pick up a small white board and dry erase marker from your nearest super gigantor box store. The one I use is 15" x 12". Then get yourself some white board magnets and number/letter stickers. Label your pivot and jammer magnets. You can also put numbers on the blocker magnets so you can explain things easier. Use the marker to draw your boundary lines. Now sit down with your ref's and think of a rules scenario. Explain it on the white board. After someone gets it (or after you explain what happened) pass the board on to the next person. I've done this a few times with my ref's and it is VERY effective.
Additional notes: White boards are a very effective way to show strategy, plays and scenarios across all sports. Unfortunately I rarely see them used in roller derby.

Pick up a small white board and dry erase marker from your nearest super gigantor box store. The one I use is 15" x 12". Then get yourself some white board magnets and number/letter stickers. Label your pivot and jammer magnets. You can also put numbers on the blocker magnets so you can explain things easier. Use the marker to draw your boundary lines. Now sit down with your ref's and think of a rules scenario. Explain it on the white board. After someone gets it (or after you explain what happened) pass the board on to the next person. I've done this a few times with my ref's and it is VERY effective.
Additional notes: White boards are a very effective way to show strategy, plays and scenarios across all sports. Unfortunately I rarely see them used in roller derby.

Saturday, January 14, 2012
Referee Penalty Calling Circuit
**Drill as follows is written for on-skates but can be done either on-skates or off-skates. It was submitted by Sintax of Wollongong Illawarra Roller Derby in NSW, Australia.
Alternative names: 'Are we doing the circuit Sintax?'
Alternative names: 'Are we doing the circuit Sintax?'
Objective: 1. To develop derby thinking skills (by calling penalties) which still function while we are doing cardio activities; 2. To continuously practice seeing 'ten feet' while using derby thinking skills.
Typical length of drill: 15 minutes (two complete run throughs with six participants)
Materials needed: Trainer: Tape/cones to mark corners, interval timer (or app), penalty flashcards (or app/website, see Zebra Huddle), chair to put penalty app/flashcards on; Participants: Whistles
Skill level required: All ref skill levels but works particularly well when you have a mix of experienced and less-experienced referees. Injured/off-skates refs can also join in this drill and work to their own level.
Description: We have been doing the following circuit for a while now and try to fit it into every referee training session. It has changed a bit with use but this is it's current format. Each station runs for 60 seconds with a 15 second break in between. Trainer can easily join in.
Mark out a square on the floor with the corners exactly ten feet apart. These are the 'corners' and are marked as 'C' on the diagram. Mark the points of an imaginary triangle laid on opposite sides of the square approx 5 feet out, these are the 'points' which are marked 'P'.
The circuit is broken into two parts, the physical activities are at the corners and the penalty calling practice is at the points. Set the interval timer to 12 rounds of 60 seconds work time with 15 seconds rest.
At the points the referees will be looking at four bodies ten feet apart as measured at the hips while using ref brain to call penalties. Point one (P1) is set up with the penalty practice app on a chair. Ref at P1 calls penalties as they appear, with correct whistles, calls and hand signals. Ref at P2 mirrors call back at P1, repeating whistles, calls, hand signals. Inexperienced refs at P1 may call just number and penalty and then mirror back hand signal/format to P2.
The activities at the corners should be a good mix of cardio and strength training. By the time refs get to P1/2 they should be a bit puffed and have to work to switch into ref brain mode. Each activity should be done with the participants' hips directly over the 'C' mark on the floor. Set a different activity for each corner and remember to discuss alternatives with anyone who is injured/off-skates. Suggested activities include: stutter steps/running on the spot on toe stops; isometric squats; planks; sit-ups/push-ups; alternating knee-lifts; anything you can do on-skates, in one place, which will get your pulse up.
Description: We have been doing the following circuit for a while now and try to fit it into every referee training session. It has changed a bit with use but this is it's current format. Each station runs for 60 seconds with a 15 second break in between. Trainer can easily join in.
Mark out a square on the floor with the corners exactly ten feet apart. These are the 'corners' and are marked as 'C' on the diagram. Mark the points of an imaginary triangle laid on opposite sides of the square approx 5 feet out, these are the 'points' which are marked 'P'.
The circuit is broken into two parts, the physical activities are at the corners and the penalty calling practice is at the points. Set the interval timer to 12 rounds of 60 seconds work time with 15 seconds rest.
At the points the referees will be looking at four bodies ten feet apart as measured at the hips while using ref brain to call penalties. Point one (P1) is set up with the penalty practice app on a chair. Ref at P1 calls penalties as they appear, with correct whistles, calls and hand signals. Ref at P2 mirrors call back at P1, repeating whistles, calls, hand signals. Inexperienced refs at P1 may call just number and penalty and then mirror back hand signal/format to P2.
The activities at the corners should be a good mix of cardio and strength training. By the time refs get to P1/2 they should be a bit puffed and have to work to switch into ref brain mode. Each activity should be done with the participants' hips directly over the 'C' mark on the floor. Set a different activity for each corner and remember to discuss alternatives with anyone who is injured/off-skates. Suggested activities include: stutter steps/running on the spot on toe stops; isometric squats; planks; sit-ups/push-ups; alternating knee-lifts; anything you can do on-skates, in one place, which will get your pulse up.
Additional notes: This drill is designed for six people per circuit (though if you don't have enough people for two circuits extra stations can be set up between corners and points with extra activities). Drill can also be done with players who are eager to get more familiar with hand signals though it is probably best to try and get players and refs at opposing corners.
Tuesday, December 20, 2011
Where's the Pack? II
Alternative names: Drop It
Objective: This drill teaches pack definition skills and identifying whether skaters are in or out of play.
Typical length of drill: 10 mins at a time
Materials needed: A regulation-sized track. Cones, ideally wide and flat ones, you can also use paper plates in two different colors if you have, representing the players. Tape measure. Volunteers.
Skill level required: None
Skill level required: None
Description: A group of people (up to 10) skate on the track in a more or less tight pack formation. Each one is holding one or more cones (representing the players). On a whistle everyone drops their cone(s) to the the floor. Now step off the track and look at the cones. Pick out one or two participants and let them define the pack. Pick another one and ask, Who is not in the pack, but still in play? Who is out of play? And so on. Use the tape measure to check. If a cone lands upside down you can go "What if that player is down?"
Advanced version: Add two cones in a third colour representing the jammers.
Additional notes: This drill was submitted to A.D.D. by Riff Reff of the Stuttgart Valley Rollergirlz but he does not take the credit for it, he states that he has learned this drill from multiple different people. I like it!
Monday, July 18, 2011
Make a Call
Alternative names: --
Objective: To practice making calls and to test your knowledge of the WFTDA referee hand signals.
Typical length of drill: N/A
Typical length of drill: N/A
Materials needed: To run the program you need a Windows computer with .net Framework 3.0 or later. This can be downloaded through Windows Update or the Microsoft website.
Skill level required: None
Skill level required: None
Description: The following post and the computer program associated with it has been created and submitted to A.D.D. by Major Madness of RuhrPott Roller Girls, Germany:
To make the right call and use the right verbal cue is on of the most important things while reffing. A lot of refs start to practice these by making little note cards with a number and a penalty on it. It's a good start but this way you always practise the same calls and it's quite a lot of work to do this. With "Make a Call" it's easy to practice and test your calling skills.
To make the right call and use the right verbal cue is on of the most important things while reffing. A lot of refs start to practice these by making little note cards with a number and a penalty on it. It's a good start but this way you always practise the same calls and it's quite a lot of work to do this. With "Make a Call" it's easy to practice and test your calling skills.
Major penalty |
The program has a Learning- and a Test- mode. You just need to press "New Call" to generate a one to four -digit number in different colors and a verbal cue penalty. These will be black for minors and red for majors. Now make a clean call by saying color, number, penalty with the right hand signal and whistle, and "Major" for majors. If you are not sure you can press "Show Signal" to see the correct hand signal. By pressing "Test your Skills" a new number and penalty will be generated for you every five seconds. The handsignal will pop up four seconds later to show you whether or not you were right.
Test your skills |
The software is free to give away, no rights. The latest Versions can be found at Zebrahuddle.com. If you like it, tell me. If you find any bugs or have an idea for future development tell me too. If you don't like it, tell it to someone who cares. ;-) Feel free to Contact me by e-mail or by Facebook.
Additional notes: My refband (this is me, Geena, speaking here again :) has this program installed on his computer and we both think it's great! Not only is this program good for referees and NSOs but it is also a good way for skaters and announcers to practice their own knowledge and understanding of the different referee hand signals and verbal cues.
If you like this post you may also like the post Handy Things to Know and its accompanying video.
Wednesday, February 16, 2011
Handy things to know
Alternative names: WFTDA referee hand signals
Objective: For skaters and referees alike to get familiar with the hand signals
Typical length of drill: 5:45
Materials needed: N/A
Skill level required: None
Description: To make the derby referee hand signals easier for both referees and skaters to learn we have made a video demonstrating them. We were originally going to make a video for just our own country's new refs but as we started getting into it we realized that many new referees AND skaters in other places might also find it a useful tool so we decided to make it as thorough as we could (please forgive any of our flaws) and we added some Finnish eye-candy too (and no, I'm not just talking about our immensely good looking referees here). Although this isn't really one of ADD's typical drill -posts, I want to stress the importance of knowing and understanding all the rules, including all the hand signals, both to referees AND skaters. Derby is a tremendously strategic game that requires a lot of thinking and in my opinion, the more you know, the more you will understand the game, and the more you understand the game the smarter you will play. And smart players win.
Video:
Additional notes: Contest closed! The winner was Farmer Geddon of the Boston Derby Dames! Cross my heart and hope to die, there was no bias in this winner being chosen, despite the fact that she is from my stated favorite league! My dog picks the winners of the A.D.D. contests :)
After you've watched the video, take a guess at which one of our talented referees performed in -20°C weather and you can WIN A FINLAND -THEMED CARE PACKAGE sent straight to your home! To enter, send an e-mail to allderbydrills@gmail.com titled "This ref was coooold" and enter the name of the referee who you think it was as the first line of text in the e-mail. If you're not sure what the the refs' names are you are welcome to use a short description instead of the name. All those who guess correctly will be entered into a drawing to win the prize. Please make sure you add your name and mailing address to the bottom of the e-mail so we know who you are and where to send the package! Entries can be submitted through February 25th. The winner will be notified personally and announced on the website. Limit one entry per person. Derbies in Finland are ineligible to enter this particular contest (you'll get your chance later :). We promise not to use anyone's address for anything other than this contest.
UPDATE 18.7.2011: If you like this post and the video, you might also like the post Make a Call and the accompanying downloadable program.
Tuesday, November 9, 2010
Jam Ref Basics
Alternative names: --
Objective: This drill teaches a series of drills and patterns already used by many top jammer refs. These drills will help jam refs of all levels to do their jobs more easily and more accurately.
Typical length of drill: Time to study the drill before starting, then 15 min off skates, plus 30 minutes on skates. These need not be back-to-back on the same day.
Materials needed: For part 2 (off-skates): A track drawn on paper (at least 4 sheets) or on a dry-erase/chalk board. Markers with team colours and numbers representing skaters. Two markers have jammer stars.
For part 3 (on skates): finger whistle and lanyard whistle for each ref, 3-10+ Skaters on the track, with readable numbers on their arms/back. If there are more than 4, it would help if they’re in light and dark colours. These skaters can do their own training and ignore the refs, provided they are skating on the track and in a pack most of the time. If you talk to the head trainer well in advance, this should be possible without interrupting their training. This can also be done during scrimmages.
For part 3 (on skates): finger whistle and lanyard whistle for each ref, 3-10+ Skaters on the track, with readable numbers on their arms/back. If there are more than 4, it would help if they’re in light and dark colours. These skaters can do their own training and ignore the refs, provided they are skating on the track and in a pack most of the time. If you talk to the head trainer well in advance, this should be possible without interrupting their training. This can also be done during scrimmages.
Skill level required: Skating skills, rules knowledge, and they should all review the section on Scoring. Solid proficiency with skills from Pack Refs Part 1 (Call it NOW!) and some familiarity with the pack ref drills learned in Pack Refs Part 2 (Where’s the pack?).
Description: This drill has 3 parts: homework, off skates, on skates.
Part 1 – Homework – Jam reffing is best learned and done as a series of “drills”. This makes many of the small tasks easier to learn and perform, and allows the jam ref to concentrate more of his mental energy on watching his jammer. If you watch the jammer refs during regionals or nationals, you’ll see them going through these drills. “Wait a sec, don’t I study enough just learning the rules?” Trust me, time spent learning this will greatly accelerate your development as a highly skilled jammer ref. You will learn this more quickly if you go through the physical motions and think about what’s happening on the track as you read through the steps.
The drills to be memorized and performed are:
1. At the start of the jam, check how many minors your jammer has. Put your lanyard whistle in your mouth. Put your right hand behind your back, and show the number of minors to your jammer with the fingers of the left hand. In training, we ask another ref how many minors, just to develop the habit. Your right hand is a physical reminder that she’s on her initial pass. If she gets called for a penalty during this pass, you’ll return your right hand behind your back after the call so that when she gets out of the box, you’re reminded that she’s still on her initial pass.
2. Identify the numbers or distinctive features of all opposing blockers (see
3. When your jammer starts, watch her go through the pack. If she passes anyone illegally or while out of bounds, note which skater that was, as your jammer could potentially re-pass and still gain lead jammer. Skaters don’t often deliberately drop back to re-pass, but sometimes they are knocked down and come through the pack again.
4. If the other jammer is called lead at any point, spit out your lanyard whistle. This is a reminder that she cannot achieve lead jammer.
5. When your jammer passes the lead opposing in-play blocker and meets all other criteria, call her lead jammer immediately (whistle, hand signal). You will now keep your lanyard whistle in your mouth as a reminder that she is lead jammer. If she has not met the criteria and the other jammer is not yet lead, wait until she’s 20’ ahead of the pack to signal “not lead”. (she could still re-pass and get lead until then)
---
After the initial pass...
6. Remove your right hand from behind your back once she clears the front of the engagement zone. This is a physical reminder that she is no longer on an initial pass. As soon as she reaches the back of the engagement zone on her first scoring pass, put your left hand behind your back to count points on your fingers.
7. As you jammer approaches the first opposing skater, look for NOTT points or penalized skaters that she will also score for. When she scores her first point, award these points, and start thinking in terms of “who’s left”.
WHO’S LEFT is a mental list of the skaters who she doesn’t yet have points for. You can do this by number “33, 543, I4I” or by description “red helm, pivot, and blue skates” or anything that works for you. The purpose is to track who exactly has not been scored on. It is possible, for example, to never get past more than one skater at a time, and still score 4 (or more) points on a given pass.
8. If your jammer goes into the penalty box, IMMEDIATELY remind yourself “who’s left” to ensure you know who she can still score on once she gets out of the box. When her penalty is almost done, or if the other jammer gets a penalty, quickly identify where these skaters are.
9. When her pass is complete (beyond the engagement zone), call her points and indicate them with your left hand.
---
When the jam ends...
10. Look for OOP points for opposing blockers ahead of the pack. Then immediately indicate any points the jammer has earned since your last point indication. Even if that score is Zero. And even you just indicated a completed pass score 3 seconds before.
Part 2 – OFF Skates – Using the “tiny track” and markers, the refs demonstrate situations and practice their homework “drills” with one another. This is easier with paper models and no real skaters present, and allows the refs to generate a degree of practice before practicing in front of skaters. After 15 minutes or so of this, we’ll take it to the track...
Part 3 – ON skates – If planned well, this part can be done simultaneously with your team's regular skating drills. Or you can recruit skaters specifically to play the blockers in this drill. One ref will play the role of “jam ref”, while another plays the role of “jammer” (naturally a willing skater could also do this, but that interrupts her training). The “jammer” can skate around the outside of the pack instead of blocking his way “through” the pack, but at first he should pass the pack slowly so that each point and skater passed is distinct. If the jammer scores all 4 points within a split second of one another, the jammer ref won't have time to practice keeping his mental "who's left" list in order. The Jam Ref practices his drills and calls lead jammer / not lead as appropriate. After each round, the Jam Ref gets feedback from the referee trainer. This should be repeated until it’s as automatic as skating.
Additional notes: Credit for inspiring this drill goes to Johnny Zebra, who shared a lot of valuable information with the European referee community during Roll Britannia. Obviously, there are a lot of complications and rules details not covered here. This drill doesn’t teach the rules or every possible complication (penalties, for example).
If you find a way to improve on this drill (or any of the drills in this series), please add your input in the comments section.
Ready to Ref? - Pack Ref basics part 3/3
Alternative names: --
Objective: This drill combines the skills practiced in the first two pack ref drills, bringing all types of penalties together with calling pack location.
Typical length of drill: 20 min at a time. This drill is very taxing for new refs, so short sessions are the key.
Materials needed: Required: At least 6 skaters (ideally 8) who are willing to help, divided into 2 teams (dark/light shirts). Track or markers simulating a regulation-sized track. Penalty cards from Part 1.
Skill level required: Solid proficiency with skills from Part 1 (Call it NOW!) and Part 2 (Where’s the pack?).
Description: The skaters and refs are briefed together as a group, as follows:
“The skaters are going to randomly select one penalty card each without showing the refs. They will then form a pack and skate at 50% of normal pack speed. This is a no-contact drill with 2 goals: (1) To force the refs to repeatedly track a changing pack, and (2) to simultaneously get them calling penalties clearly and accurately. The skaters are not going to destroy the pack, but they can feel free to change the location (front-back) by changing speeds, stopping suddenly, skating clockwise, or even taking a knee. Once the pack has been moving for 30 seconds or so, ONE skater shows a penalty card and waits for the ref to call that penalty. There is no attempt to physically simulate a penalty other than showing the card, but penalties such as Out of Play should be shown well in front of or behind the pack, CTT should be shown near the track boundary, and contact penalties should be shown while near other skaters. Refs will practice their communication as skaters get near the outer limits of the engagement zone. It is VERY important that only one skater show her card at a time, so the skaters have to communicate. A common error is for multiple skaters to simultaneously show penalties, undermining the goal of learning to make correct penalty calls under stress.”
“The skaters are going to randomly select one penalty card each without showing the refs. They will then form a pack and skate at 50% of normal pack speed. This is a no-contact drill with 2 goals: (1) To force the refs to repeatedly track a changing pack, and (2) to simultaneously get them calling penalties clearly and accurately. The skaters are not going to destroy the pack, but they can feel free to change the location (front-back) by changing speeds, stopping suddenly, skating clockwise, or even taking a knee. Once the pack has been moving for 30 seconds or so, ONE skater shows a penalty card and waits for the ref to call that penalty. There is no attempt to physically simulate a penalty other than showing the card, but penalties such as Out of Play should be shown well in front of or behind the pack, CTT should be shown near the track boundary, and contact penalties should be shown while near other skaters. Refs will practice their communication as skaters get near the outer limits of the engagement zone. It is VERY important that only one skater show her card at a time, so the skaters have to communicate. A common error is for multiple skaters to simultaneously show penalties, undermining the goal of learning to make correct penalty calls under stress.”
Advanced Version – Add jammers (no jam refs), who can also carry penalty cards (majors only, since pack refs don’t call minors on jammers). As the refs get really good, skater speed can be increased to 75%, and eventually to 100%.
Additional notes: I don’t know where to start giving credits for this drill or some of the others in this series. They come from inspiration and feedback from many of the awesome zebras I’ve worked with. Special thanks goes out to Ballistic Whistle and his team in London, England http://www.londonrollergirls.com/referees.
Troubleshooting:
Problem #1: (most common) The skaters all want to show their penalty cards simultaneously or too quickly one after another. Slow them down, have them communicate with one another.
If the refs are struggling with any other aspect, simply slow the skaters down, or go back and build a more solid foundation by reviewing “Where’s the Pack” or “Call it NOW!”.
Problem #1: (most common) The skaters all want to show their penalty cards simultaneously or too quickly one after another. Slow them down, have them communicate with one another.
If the refs are struggling with any other aspect, simply slow the skaters down, or go back and build a more solid foundation by reviewing “Where’s the Pack” or “Call it NOW!”.
Friday, November 5, 2010
Where's the Pack? – Pack Ref Basics Part 2/3
Alternative names: --
Materials needed: Required: Pre-measured 20’ rope, pre-measured 10’ rope. At least 6 skaters who are willing to help, divided into 2 teams (dark/light shirts). Track or markers simulating a regulation-sized track.
Skill level required: Ability to look at and concentrate on nearby skaters while starting, changing speeds and stopping. Knowledge of rules including referee hand signals and penalty procedures.
Description: For new refs, I’d start with a quick review of the following hand signals: Out of Play (signal v. penalty call), Illegal Procedure, Pack is Here, No Pack. The skaters and refs are briefed together as a group, as follows:
“The skaters are going to form a pack and skate, and skaters of the dark team are going to carry the coiled 20’ and 10’ ropes with them. This is a no-contact drill, and the goal is to create a pack. The teams aren’t playing against each other. The goal is purely to train refs on distances and pack definition. Start with forming a pack. Start on the whistle. Then the skater with the 20’ rope is going to hand off one end to the lead skater in the pack, and take the other end up 20’ in front of the pack. Since distances are measured front of hips to back of hips, this is where they’ll hold the rope when it’s fully extended. Just skate slowly like this for 3-4 laps or so. Refs and pack skaters are to concentrate on recognizing and identifying this distance. It’s further than most think, especially in the curves, where the 10’ lines are no longer accurate. This is just as valuable for skaters to know as for the refs. In the curves, ensure the skaters stay just enough outside the curve that the ropes don’t cross the track boundary. The correct measurement is a straight line on the track without cutting the corner short. And then we’re going to blow off the jam (4 whistles).”
Repeat this drill with the skater falling behind the pack instead of in front.
Intermediate Version part A – Bridging. Instruct the skaters:
"Now we will repeat the drill with a skater bridging. In this case, the lead skater in the pack will hold one end of the 20’ rope and one end of the 10’ rope and we’ll demonstrate just how far she can extend the pack with a “bridge”. She should hold the two ropes on the front or back of her hips, as appropriate. Again, ensure the ropes don’t cross the inner track boundary on the curves."
Then run the drill exactly the same – once stretching the pack in front, once stretching it behind.
Intermediate Version part B – Pack definition. Instruct the skaters and refs:
“Now you can get rid of the 20’ rope, but keep the 10’ rope. The skaters’ objective will be to split the pack into two groups once they get going. The skaters will use the 10’ rope to monitor the distance between pack parts. Once the refs have re-defined the pack as one group or the other, re-form a single pack and break it again differently. Do this repeatedly for 2 full minutes with the rope. Skaters can also create a “no pack” situation in this way (two equal groups with blockers from both teams, or two groups each with only one team each). Important: This is a learning environment, so after changing the pack, hold the new position until the change is verbally “called” by the refs and then another couple seconds before re-forming the pack and doing it all again. Refs are calling pack definition every time the pack changes, as well as no-pack situations. No penalties will be called. After 2 minutes, we’ll blow off the jam and rest for 30 seconds.”
Repeat this multiple times.
Advanced Version – Ref communication and penalties. Now we combine it all without the ropes, but still at only 50% speed. As skaters get to between 15’ and 20’ from the pack, the closest pack ref watches them and yells “good, good, good...” continuously until the skaters leave that zone. This tells the jam ref (who isn’t as focused on pack definition as on his jammer) that the pack skater is still in play for scoring and penalty purposes. When she gets “out of play”, the closest ref gives the hand signal (no chop yet) and yells “out of play, out of play, out of....” until he either decides to call a penalty or she returns to the engagement zone. If done loudly and consistently, this is a HUGE assist for the jam ref in terms of scoring. Refs can also call illegal procedure penalties as appropriate when the pack is destroyed. For the purposes of the drill, a penalized skater will skate to the outside of the track, stop, and immediately re-enter from behind the pack. Jammers can also be added, (likely without jam refs). As the refs get really good, skater speed can be increased to 75%, and eventually to 100%.
Additional notes: My first challenge was “where do I get skaters”? Some league leaders don’t see the importance of investing track time or skater time in their league’s referee team. But with today’s strategically smarter skaters, their strategies are dependent on refs having the skills to quickly and accurately identify bridges, consistently call an accurate engagement zone even in the curves, and react to deliberate changes in the pack without under- or over-calling illegal procedure penalties. Good leaders will also see the advantage her skaters will gain by learning how to re-define or destroy a pack at will, learning the boundaries for penalties, and learning exactly how far they can chase an opposing jammer. Games are won and lost on such things. Once they see the personal value, you’ll have the cooperation of the needed skaters. In a large ref team, refs in dark/light shirts can also be used as skaters.
I have run this drill with up to 6 active refs-in-training at a time. They are position 2 at the front, two in the middle, and two at the back. Experienced refs give feedback to each group, if possible. When in the middle, they concern themselves primarily with pack definition and calling “no pack” situations. At the front and back they practice their distance estimation and communication with Jam Refs. The refs rotate positions (front-middle-back-front) regularly.
Troubleshooting: If the refs are having difficulty, blow off the jam instantly, instruct the skaters to change the pack definition more slowly or to have the lone skaters increase their distance from the pack more gradually. This is a training environment, and speed has to be built up slowly. If distance estimation is the weakness, go back to using ropes again for a couple laps before continuing. Be sure not to advance the drill too quickly through the 3 stages. Finally, if the skaters don't recover the rope as they move back together, it will become a tripping hazard. Perhaps I should have said that first :-)
Lire cet exercice en français!
Objective: This drill teaches observation and communication skills related to defining the pack and correctly identifying whether skaters are withing the engagement zone or out of play.
Typical length of drill: 20-30 min at a time. These skills will take multiple short sessions to master. I wouldn’t rush the skaters or refs through all three versions. Running this drill until the skills of all refs are solid before progressing through to the next version.Materials needed: Required: Pre-measured 20’ rope, pre-measured 10’ rope. At least 6 skaters who are willing to help, divided into 2 teams (dark/light shirts). Track or markers simulating a regulation-sized track.
Skill level required: Ability to look at and concentrate on nearby skaters while starting, changing speeds and stopping. Knowledge of rules including referee hand signals and penalty procedures.
Description: For new refs, I’d start with a quick review of the following hand signals: Out of Play (signal v. penalty call), Illegal Procedure, Pack is Here, No Pack. The skaters and refs are briefed together as a group, as follows:
“The skaters are going to form a pack and skate, and skaters of the dark team are going to carry the coiled 20’ and 10’ ropes with them. This is a no-contact drill, and the goal is to create a pack. The teams aren’t playing against each other. The goal is purely to train refs on distances and pack definition. Start with forming a pack. Start on the whistle. Then the skater with the 20’ rope is going to hand off one end to the lead skater in the pack, and take the other end up 20’ in front of the pack. Since distances are measured front of hips to back of hips, this is where they’ll hold the rope when it’s fully extended. Just skate slowly like this for 3-4 laps or so. Refs and pack skaters are to concentrate on recognizing and identifying this distance. It’s further than most think, especially in the curves, where the 10’ lines are no longer accurate. This is just as valuable for skaters to know as for the refs. In the curves, ensure the skaters stay just enough outside the curve that the ropes don’t cross the track boundary. The correct measurement is a straight line on the track without cutting the corner short. And then we’re going to blow off the jam (4 whistles).”
Repeat this drill with the skater falling behind the pack instead of in front.
Intermediate Version part A – Bridging. Instruct the skaters:
"Now we will repeat the drill with a skater bridging. In this case, the lead skater in the pack will hold one end of the 20’ rope and one end of the 10’ rope and we’ll demonstrate just how far she can extend the pack with a “bridge”. She should hold the two ropes on the front or back of her hips, as appropriate. Again, ensure the ropes don’t cross the inner track boundary on the curves."
Then run the drill exactly the same – once stretching the pack in front, once stretching it behind.
Intermediate Version part B – Pack definition. Instruct the skaters and refs:
“Now you can get rid of the 20’ rope, but keep the 10’ rope. The skaters’ objective will be to split the pack into two groups once they get going. The skaters will use the 10’ rope to monitor the distance between pack parts. Once the refs have re-defined the pack as one group or the other, re-form a single pack and break it again differently. Do this repeatedly for 2 full minutes with the rope. Skaters can also create a “no pack” situation in this way (two equal groups with blockers from both teams, or two groups each with only one team each). Important: This is a learning environment, so after changing the pack, hold the new position until the change is verbally “called” by the refs and then another couple seconds before re-forming the pack and doing it all again. Refs are calling pack definition every time the pack changes, as well as no-pack situations. No penalties will be called. After 2 minutes, we’ll blow off the jam and rest for 30 seconds.”
Repeat this multiple times.
Advanced Version – Ref communication and penalties. Now we combine it all without the ropes, but still at only 50% speed. As skaters get to between 15’ and 20’ from the pack, the closest pack ref watches them and yells “good, good, good...” continuously until the skaters leave that zone. This tells the jam ref (who isn’t as focused on pack definition as on his jammer) that the pack skater is still in play for scoring and penalty purposes. When she gets “out of play”, the closest ref gives the hand signal (no chop yet) and yells “out of play, out of play, out of....” until he either decides to call a penalty or she returns to the engagement zone. If done loudly and consistently, this is a HUGE assist for the jam ref in terms of scoring. Refs can also call illegal procedure penalties as appropriate when the pack is destroyed. For the purposes of the drill, a penalized skater will skate to the outside of the track, stop, and immediately re-enter from behind the pack. Jammers can also be added, (likely without jam refs). As the refs get really good, skater speed can be increased to 75%, and eventually to 100%.
Additional notes: My first challenge was “where do I get skaters”? Some league leaders don’t see the importance of investing track time or skater time in their league’s referee team. But with today’s strategically smarter skaters, their strategies are dependent on refs having the skills to quickly and accurately identify bridges, consistently call an accurate engagement zone even in the curves, and react to deliberate changes in the pack without under- or over-calling illegal procedure penalties. Good leaders will also see the advantage her skaters will gain by learning how to re-define or destroy a pack at will, learning the boundaries for penalties, and learning exactly how far they can chase an opposing jammer. Games are won and lost on such things. Once they see the personal value, you’ll have the cooperation of the needed skaters. In a large ref team, refs in dark/light shirts can also be used as skaters.
I have run this drill with up to 6 active refs-in-training at a time. They are position 2 at the front, two in the middle, and two at the back. Experienced refs give feedback to each group, if possible. When in the middle, they concern themselves primarily with pack definition and calling “no pack” situations. At the front and back they practice their distance estimation and communication with Jam Refs. The refs rotate positions (front-middle-back-front) regularly.
Troubleshooting: If the refs are having difficulty, blow off the jam instantly, instruct the skaters to change the pack definition more slowly or to have the lone skaters increase their distance from the pack more gradually. This is a training environment, and speed has to be built up slowly. If distance estimation is the weakness, go back to using ropes again for a couple laps before continuing. Be sure not to advance the drill too quickly through the 3 stages. Finally, if the skaters don't recover the rope as they move back together, it will become a tripping hazard. Perhaps I should have said that first :-)
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Monday, November 1, 2010
Call it NOW! – Pack Ref Basics Part 1/3
Alternative names: --
Objective: This drill teaches refs to get numbers and colours ready mentally before a call, and then make clear and procedurally correct calls in a timely manner.
Typical length of drill: 10-15 minutes.
Materials needed: Required: Cards in two colours (red representing majors, black for minors) listing all penalties in each colour, Cards listing random team colours and skater numbers. Track or markers simulating the inside line of a track. Optional: Chair/bench/table to hold cards.
Skill level required: Ability to look at and concentrate on nearby skaters while starting, changing speeds and stopping. Knowledge of penalty call procedures and current rules (including referee hand signals).
Description: The refs line up in 2 parallel lines. The ref in the left line is the active ref, who will play the role of an inside ref and follow and watch the assistant as though she were a skater. The ref in the right line is the assistant. The assistant picks up a number card and a penalty card without showing them to the active ref. The assistant then skates away, and the active ref follows alongside and watches. After several strides, the assistance shows FIRST the number card, then 3-4 seconds later the penalty card. The active ref then makes a loud, procedurally correct call, appropriate to a major or minor. As soon as they are back at the start, the assistant provides feedback on how well she heard the verbal call (was the number and colour clear?), saw the hand signal (was it correct, done clearly, held long enough to see, high enough to be visible from all angles?), as well as procedural aspects (order, correct whistle or no whistle?). Assistant returns her cards and switches lines. Calls should be made while skating, and while continuing to observe the assistant closely.
Intermediate Version – Reduce the delay between number card and penalty card to 2-3 seconds. Cards requiring additional hand signals and verbal calls are added, such as “45 GREEN – only blocker on track” or “too many skaters”. Number cards including the note “3 minors” can also be added, since pack refs always memorize which pack members have 3 minors at the start of each jam.
Advanced Version – Reduce the delay between number card and penalty card to 1-2 seconds. The active ref is also supervised by a stationary experienced ref or NSO. After making the call, the active ref approaches the supervisor, who gives additional feedback on the quality of the call and signal as it appeared at a distance, and as a penalty tracker or a skater on the bench might have seen and heard it. Time permitting, the active ref then verbally gives a clear example of a situation that would call for that penalty and why it would be a minor or major (The skater false started, but yielded advantage, or the illegal Elbow caused a skater to lose relative position). Assistant can now make sudden starts, stops, or falls and the active ref must adjust without taking his eyes off the assistant. Obstacles can also be added (a chair to skate around simulating a suddenly stopped jammer ref or a skater), a coat or cone on the ground to see in peripheral vision and step over without taking eyes off the assistant.
Additional notes: This drill can be set up quickly and run several times in a single practice, using time whenever the skaters don’t require the refs. I first learned a version of this drill while training with the Rat City Rollergirls, and it was modified with input from Riff Reff of the Stuttgart Valley Rollergirlz. When designing cards, some penalties don’t need both a major and minor version - “high blocking” for example. Showing the number card with number (and possibly 3 minors) first teaches the ref to be proactive and notice the numbers of skaters in his area before a penalty occurs. It also simplifies the procedure of making a correct call. If the refs are making mistakes more than 50% of the time, slow everything down until better calls and signals are achieved.
Example: Active ref first sees a card with BLUE 99, and begins repeating BLUE 99 silently to himself. He then sees a card with Cutting the Track written in RED. He then reacts instantly with a LONG WHISTLE, BLUE 99, CUTTING THE TRACK (with clear enough hand signal visible to be recognized from any angle and distance), MAJOR (with hand signal). Both then return to start, where assistant provides feedback.
Lire cet exercice en français!
Objective: This drill teaches refs to get numbers and colours ready mentally before a call, and then make clear and procedurally correct calls in a timely manner.
Typical length of drill: 10-15 minutes.
Materials needed: Required: Cards in two colours (red representing majors, black for minors) listing all penalties in each colour, Cards listing random team colours and skater numbers. Track or markers simulating the inside line of a track. Optional: Chair/bench/table to hold cards.
Skill level required: Ability to look at and concentrate on nearby skaters while starting, changing speeds and stopping. Knowledge of penalty call procedures and current rules (including referee hand signals).
Description: The refs line up in 2 parallel lines. The ref in the left line is the active ref, who will play the role of an inside ref and follow and watch the assistant as though she were a skater. The ref in the right line is the assistant. The assistant picks up a number card and a penalty card without showing them to the active ref. The assistant then skates away, and the active ref follows alongside and watches. After several strides, the assistance shows FIRST the number card, then 3-4 seconds later the penalty card. The active ref then makes a loud, procedurally correct call, appropriate to a major or minor. As soon as they are back at the start, the assistant provides feedback on how well she heard the verbal call (was the number and colour clear?), saw the hand signal (was it correct, done clearly, held long enough to see, high enough to be visible from all angles?), as well as procedural aspects (order, correct whistle or no whistle?). Assistant returns her cards and switches lines. Calls should be made while skating, and while continuing to observe the assistant closely.
Intermediate Version – Reduce the delay between number card and penalty card to 2-3 seconds. Cards requiring additional hand signals and verbal calls are added, such as “45 GREEN – only blocker on track” or “too many skaters”. Number cards including the note “3 minors” can also be added, since pack refs always memorize which pack members have 3 minors at the start of each jam.
Advanced Version – Reduce the delay between number card and penalty card to 1-2 seconds. The active ref is also supervised by a stationary experienced ref or NSO. After making the call, the active ref approaches the supervisor, who gives additional feedback on the quality of the call and signal as it appeared at a distance, and as a penalty tracker or a skater on the bench might have seen and heard it. Time permitting, the active ref then verbally gives a clear example of a situation that would call for that penalty and why it would be a minor or major (The skater false started, but yielded advantage, or the illegal Elbow caused a skater to lose relative position). Assistant can now make sudden starts, stops, or falls and the active ref must adjust without taking his eyes off the assistant. Obstacles can also be added (a chair to skate around simulating a suddenly stopped jammer ref or a skater), a coat or cone on the ground to see in peripheral vision and step over without taking eyes off the assistant.
Additional notes: This drill can be set up quickly and run several times in a single practice, using time whenever the skaters don’t require the refs. I first learned a version of this drill while training with the Rat City Rollergirls, and it was modified with input from Riff Reff of the Stuttgart Valley Rollergirlz. When designing cards, some penalties don’t need both a major and minor version - “high blocking” for example. Showing the number card with number (and possibly 3 minors) first teaches the ref to be proactive and notice the numbers of skaters in his area before a penalty occurs. It also simplifies the procedure of making a correct call. If the refs are making mistakes more than 50% of the time, slow everything down until better calls and signals are achieved.
Example: Active ref first sees a card with BLUE 99, and begins repeating BLUE 99 silently to himself. He then sees a card with Cutting the Track written in RED. He then reacts instantly with a LONG WHISTLE, BLUE 99, CUTTING THE TRACK (with clear enough hand signal visible to be recognized from any angle and distance), MAJOR (with hand signal). Both then return to start, where assistant provides feedback.
Lire cet exercice en français!
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