BACK JUDGE
BACK JUDGE
SCFOA 5-Man Mechanics Manual
Sections 5.3 · 7.1 · 7.2 · 7.3 · 8.1 · 8.2 · 8.3 · 8.4 · 8.5 · 8.6 · 9.9 · 9.15
SCFOABACK JUDGE
SOUTH CAROLINA FOOTBALL
OFFICIALS ASSOCIATION
SECTION 5.3 — PRE-GAME DUTIES

Pre-Game Duties

Accurate watch: Be responsible for securing the correct time and carrying an accurate watch. All officials synchronize watches with the Back Judge at the pre-game conference.
Instruct ball persons: Instruct ball persons before the game. Each team's ball person(s) operate from their own sideline. Ball persons must take balls all the way to the Umpire and hand the ball to him on any ball change.
Play clock operator: Conduct instruction of the play clock operator if visible play clocks are used.
Locate home captains: Locate the home team captains and have them on the sideline 5 minutes prior to kickoff. Do not use a whistle to signal captains to report to the field.
SECTION 7.1 — NORMAL FREE KICK

Normal Free Kick — Before the Kick

POSITION
K's Free Kick Line
Monitor the team bench area — coaches and substitutes in the team box
Time the 60-second interval following a score. Signal all officials 15 seconds before the ready-for-play by giving two short blasts of the whistle.
Count Team K players — confirm using closed fist with the Umpire.
Hold an arm above your head to indicate that you are ready after the Umpire points at you.
Anticipate a surprise onside kick — be prepared to cover a short kick near your side of the field and rule on first touching by K.
Penalize for delay of game if the ball is not kicked within 25 seconds after the ready-for-play signal.
SECTION 7.1 — NORMAL FREE KICK

Normal Free Kick — After the Kick

Kick to Your Side
Watch for infractions involving the free kick lines.
Be alert for first touching by K or a kick that does not cross R's free kick line. Mark the spot of first touching with the bean bag.
Cover 10–15 yards down the sideline.
Pick up the runner from the deep official and follow on a long return.
After the ball goes downfield, move deliberately in that direction observing the legality of blocks and action away from the ball.
Kick to Opposite Side / All Kicks
Move cautiously toward the play. Observe the action of other players near the runner.
Signal the clock to start when the kick is touched, other than first touching by K. Echo this signal when given by another official.
Maintain a position to cover the sideline at all times.
Be alert for fair catch signals by receivers in or beyond the neutral zone.
When the ball becomes dead in your area, sound the whistle and signal time-out.
If the kick is out-of-bounds between the goal lines: sound the whistle and signal time-out; mark the spot — bean bag if touched inbounds by R, penalty marker if untouched.
SECTIONS 7.2 & 7.3 — SPECIAL FREE KICKS

Short Free Kick & Fair Catch Free Kick

Short Free Kick (7.2)
Perform the same duties as a normal kickoff.
Free Kick After Fair Catch (7.3)
Position beyond the end line and behind the upright on your side — wherever you feel most comfortable.
Give the appropriate signal for score or no score.
Give the touchback signal if the kick is unsuccessful and the ball breaks the plane of the goal line.
If the kick is short and lands in the field of play, move forward to cover the play.
Count Team R and confirm using a closed fist.
SECTION 8.1 — RUNNING PLAYS

Running Plays — Before the Snap

Position
Position 20–25 yards beyond the defensive line of scrimmage unless forced deeper by the defensive alignment.
When the ball is on an inbounds line, position yourself no wider than the near upright.
On single and/or double spread formations, adjust position based on the location of the Linesman and Line Judge to provide the best coverage.
Count Team B players — confirm using closed fist with the Line Judge.
Play Clock Duties
Time the 40/25-second play clock interval.
Give no signal to indicate the 25-second count is about to expire.
If there is no visible play clock, begin timing the 40-second play clock immediately after the covering official's signal that ends the previous play — unless rules indicate the 25-second clock.
If the play clock expires prior to the start of the next play: sound your whistle immediately, give the time-out signal, and give the delay of game signal to the Referee.
After all administrative stoppages, set the play clock to 40 or 25 seconds as specified by rule.
SECTION 8.1 — RUNNING PLAYS

Running Plays — After the Snap

Keys & Movement
Key the tight end or end on the strong side. If the formation is balanced, key the end on the Line Judge's side.
On runs to either side: move so the runner is between you and the wing official while observing blocks in front of the runner.
Stay far enough away to keep the play boxed in. Keep all players in front of you.
Cover players who are deeper than the Linesman or Line Judge.
When the runner breaks free, cover action around him.
Cover the end line.
Maintain inside-out coverage — do not move to the sideline unless the runner goes out-of-bounds or the ball becomes dead near the sideline.
Support & Dead Ball
On out-of-bounds runs in team box areas, move into the area of the dead ball and assist in maintaining order.
Assist wing officials with coverage on blocks by wide receivers moving back inside on sweep plays.
Assist with relaying the ball from the wing official or ball person to the Umpire.
Unless the ball becomes dead deep downfield, the Back Judge should rarely have the first whistle.
Communicate to the Referee whether the game clock should start on the snap or on the ready-for-play following a penalty.
SECTION 8.2 — FORWARD PASS PLAYS

Forward Pass Plays

Before & At the Snap
Pre-snap duties same as for a running play.
Cover deep receivers down the middle and to each sideline.
Keep all players in front of your position.
Pass Coverage
When the pass is thrown: move quickly to the ball; watch for interference by either team; be ready to rule on a possible fumble or illegal pass after a completion; be ready to rule on all passes near the goal line and end line.
If the pass is complete in your area: sound the whistle when dead; move in to spot the ball; signal time-out if line-to-gain is reached.
If the pass is incomplete in your area: sound the whistle; give the incomplete pass signal; retrieve the ball and relay to a nearby official.
On passes at the corner of the end zone: communicate verbally with the Line Judge — 'YES' or 'NO' — then give the appropriate signal. Do not take a step when communicating; remain stationary.
If a pass is intercepted inside the defensive team's 5-yard line and the player is downed in the end zone or ball goes out-of-bounds there: rule on whether momentum took him in; mark the spot of the interception with a bean bag.
SECTION 8.3 — GOAL LINE COVERAGE

Goal Line Coverage

Position: Position closer to the line of scrimmage than normal. If the snap is from B's 15-yard line or inside, start on the end line or the goal line — but NEVER in the end zone.
Primary goal line coverage: The Back Judge has primary goal line coverage up to B's 15-yard line. When the ball is at B's 15 or closer to the goal line, move to the end line and confirm this responsibility with the Linesman and Line Judge.
End line coverage: You are solely responsible for end line coverage on every play.
Between B's 20–15: Between B's 20 and 15-yard lines, be prepared to shift from end line coverage to goal line coverage as the play dictates.
SECTION 8.5 — PUNT

Punt — Before the Snap

Position: Position 3–5 yards behind, and 5–7 yards to the wide side of the deepest receiver. Never position between two deep receivers.
Width: Maintain a distance of 5–7 yards wider than the deepest receiver at all times.
Count Team R: Count Team R players — confirm using closed fist with the Line Judge.
Blue bean bag: Carry a blue bean bag in hand to mark the end of the kick.
Goal line: R's goal line is your responsibility during all punts.
Fair catch: Be alert for a valid or invalid fair catch signal by any receiver.
SECTION 8.5 — PUNT

Punt — After the Snap

Kick Coverage
Cover long or deep kicks out-of-bounds on the Linesman's side. Use the blue bean bag to mark the end of the kick.
If the kick is short to either side: the Linesman or Line Judge assumes responsibility; observe action of players around the ball.
If the kick goes out-of-bounds in flight: sound the whistle and signal time-out.
If the kick is down the middle: be ready to rule on whether the kick is touched by either team; if the ball is muffed, rule on possession; be alert for a hand-off or reverse.
If Team K first touches a moving kick: mark the spot with a bean bag and continue to cover the play.
If Team K first touches a kick at rest beyond the neutral zone: sound the whistle, signal time-out, and mark the spot.
Fair Catch & End Zone
Fair catch made: sound the whistle ONLY after the fair catch is secured and mark the spot. Inform the Referee.
Fair catch NOT made: maintain proper distance from the receiver; goal line is still your responsibility.
No fair catch or signal: move with the runner until releasing to officials near the line of scrimmage; delay and observe action behind the ball keeping players in front of you.
If screened out and unable to pick up the runner: stay with the runner until the ball is dead.
Kick into the end zone: sound the whistle immediately and give the touchback signal. Inform the Referee of the ball's status.
Kick caught inside the 5-yard line with runner downed in end zone: rule on momentum; mark the spot of the catch with a bean bag.
SECTION 8.6 — FIELD GOAL / TRY

Field Goal / Try Attempt

Before the Snap
Position beyond the end zone and behind the upright in the best position to observe the kick.
Count Team R players — confirm using closed fist with the Line Judge.
Verbally communicate eligible receivers on your side of the line to the Line Judge.
After the Snap
Determine if the kick goes over the crossbar and inside the uprights.
Sound the whistle when the kick passes the uprights or touches the ground in the end zone or beyond.
Communicate verbally with the Line Judge — 'YES' or 'NO.' Do not take a step when communicating; remain stationary.
Signal score or no score. Give good, crisp signals and hold them until acknowledged by the Referee.
Time the 60-second interval following a try or successful field goal. Notify officials 15 seconds prior to the ready by two short blasts of the whistle.
If the field goal is unsuccessful and breaks the plane of the goal line: give the touchback signal.
If the field goal is blocked or obviously short: move to the goal line; use a bean bag to mark the end of the kick.
If a running or passing play develops: key the tight end if on your side; quickly move to the end line to rule on end line action.
SECTION 9.9 — TIME OUTS

Team Charged Time Outs

Time the interval: For team charged time outs, time the 60-second interval. Notify all officials 15 seconds prior to the ready-for-play by giving two short blasts of the whistle.
Notify the Referee: Notify the Referee when the 60-second interval elapses by pointing directly at him.
Observe Team B: Observe Team B and count its players when play is ready to resume.
Play clock: Confirm the play clock is set to 25 seconds before the ready-for-play signal.
Record the time-out: Record the time-out, the period, the time remaining, and verify with fellow officials the number of time-outs remaining for each team.
SECTION 9.15 — PLAY CLOCK

Play Clock — Reset & Responsibilities

When the 25-Second Clock Applies
Prior to the try following a score.
To start a period or overtime series.
Following administration of an inadvertent whistle.
Following a charged time-out or official's time-out — except after a first down is awarded, an injury to a defensive team player, or the defense was the only team to commit a foul.
Following any other stoppage of the play clock.
Referee signal: one open palm in an over-the-head pumping motion.
When the 40-Second Clock Applies
The 40-second clock starts immediately after a down ends, except when the 25-second clock is specified.
Exception — 40 seconds is used when an official's time-out was for: a defensive player needing equipment repair only; the defense was the only team to commit a foul; or a defensive player is apparently injured, has a concussion symptom, is bleeding, has helmet come off, or has missing/improperly worn equipment.
Referee signal: both open palms in an over-the-head pumping motion.
Back Judge responsibility: confirm the play clock is properly set to 25 or 40 seconds after every stoppage. The Back Judge or Referee will give the signal to properly set the play clock if it is incorrect.
MODULE COMPLETE
Command the Deep.
The Back Judge owns the deep middle, the play clock, and the end line on every play.
Time outs, fair catches, and goal line coverage all depend on your precision and positioning.
!You will not receive credit until you complete the quiz and score an 80 or higher. The quiz is open book — use your mechanics manual.
Complete the Google Forms quiz on the next slide to receive credit.
SCFOA · Back Judge · Check on Learning
Complete the questions below. The quiz is open book — use your mechanics manual. You must score 80 or higher to receive credit.