Ref Jeff Sixes Clinic
This page is a summary of the clinic I am offering for any clubs or teams that are taking part in the SXS St. Louis Festival. During the clinic we will go into more detail with walkthroughs and live demos.
RefJeff Video on Sixes
Watch this video to get an idea of what is new in this game. 3min
ReF Jeff Sixes Clinic Topics
Notes about SXS Festival
Since we are trying to keep this a fun atmosphere, the officiating will focus on safety and fairness. We may clamp down in games that are more intense to keep them safe. We will focus on calls that impact play and create an advantage. We will try NOT to stop play unless something needs to be fixed. Just play and have fun!!
Changes from 12v12
40 Second Shot Clock
Goalie clears on Goals (5s in circle)
All Fouls have a time penalty (30s Minor/1m Major)
No Restraining Line (SXS Unique Rule)
6 Players per Team
No Shooting Space
Dangerous Propel is a Red Card
Defense can run through the goal circle
3 Yellow cards = Fouling Out of Game
Shots out of bounds are off player last touched (shooter, goalie)
Key Minor Fouls (30s)
Interference/Holding - Play the ball, not the player
Pushing/Warding - Pushing or shoving another player, incendental or on purpose
(Offsides is not part of the SXS tournament - normal sixes, goalie is not allowed past the half)
Key Major Fouls (1M)
Body Check - No plowing people over
Slashing - Out of control checks count
Cross Check - Hitting someone with an extended stick, horizontal or straight
Dangerous Follow Through - Just like Field - shoot into a clear lane
Illegal Crease defending - Don't enter the top of the crease when ball is above GLE
Walling - Don't setup a line of players to protect the goal
Expulsion Fouls (RED)
Dangerous Propel - Shoot low - a ball that hits another player above the knee is a Red.
Fighting - Of Course
If the Ump sees a play that creates a disadvantage, they will motion for advantage and yell "Play On". If the result of the foul ends in a disadvantage or another foul occurs, the ump may bring the ball back and setup play at the spot of the foul.
"Coach" Jeff Suggestions - New Rules, New Plays
When on Defense
Mirroring around the goal circle is optional, just watch for back of the goal, don't trip
Goalies get ready to move, you can save your team a lot of time by exiting circle and moving up the field
Setup in a house shape, you will have a player to watch, but you will cover an area. HELP your teammates with double teams and cutters. There will be constant motion. There is no shooting space or 3 seconds. Keep moving! If someone gets a card, change to a box shape and kill the penalty.
When On Attack
Shoot low unless there is a clear lane. (Avoid a Red Card)
Fast passes will catch Defense out of position. Make the extra pass before time expires!
With low time, dump a low shot toward the goalie. Won't hurt!
Track your time and have a plan for low time (<10s). Throwing the ball out of bounds after time is delay of game (green card)
Out of bounds is off last touched, even shots, if someone shoots, get back on defense
Penalty time starts when you get to the box and seated. Run to shorten the advantage by the other team.
You will tire quickly, this game does not stop. There will be a constant flow of players on and off the field. Sub when transitioning back to attack!
After a Goal or Save:
Goalie has 5 seconds to get the ball from the net and 5 more seconds to clear the circle.
Defense should find their player immediately, no need to guard goalie unless she bolts for the offensive end
Go to transition location on side of field, leave middle open for cuts
Cut in a J hook fashion, up and down the field to get open
Cross field picks are fine, just make sure cuts are back toward the ball
The field is not very wide, long passes downfield are better than short ones to the sideline
40 Second Drill
Reset on a shot that hits goalie or crossbar
Move North/South - J Hook cuts, Cross Field Picks, Goalie Step up
Goalie 5 sec to clear the circle
Movement - Defensive and Offensive - Practice with kickball
Cards Issued - Run to Box, serve time, re-enter game
What changes when playing down 1? 2?