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How to work a scoreboard for basketball


How To... Scorekeep a Basketball Game

The following information details the step by step procedure required to properly score and time a basketball game. The 'Timer' is responsible for the game clock, score board and possession arrow. The 'Scorer' is responsible for completing the score-sheet. Use the completed sample scoresheet along with the information provided below is also available at each gym site by the Gym Supervisor.

SCORE CLOCK OPERATOR

  1. Game Times. STOPPED TIME (game clock stops at every whistle) - Varsity / Juvenile Club (Rising Stars): 4 x 10 minute quarters; 5 minute overtime if necessary - Junior Varsity: 4 x 8 minute quarters; 4 minute overtime if necessary - Junior High / Middle School: 4 x 8 minute quarters; 4 minute overtime if necessary - Club or younger: 4 x 8 minute quarters; 4 minute overtime if necessary - RUNNING TIME (game clock runs throughout game including timeouts) - Community Club: 1st Half – 25 min ‘running’ time; 2nd Half – 22 min ‘running’ time; last 2 minutes being ‘stopped’ time.
  2. Clock Operation. In ‘stopped’ time situations, start clock as referee drops hand (watch the referee that hands the ball into play) and stop clock at sound of all whistles - keep clock running after a score except if a field goal is scored in the last 2 minutes of the 4th quarter and the last 2 minutes of any overtime period including when the team scored upon requests a timeout.  Keep hand on clock switch at all times.
  3. Possession Arrow.  Point possession arrow to the basket of the team that loses the jump ball.  Switch “possession arrow” after every jump ball situation.
  4. Scoring.  Indicate on the score board one (1) point for every made free throw; two (2) points for every made field goal; three (3) points for every made 3-point field goal - watch the referee’s hands for what each shot is worth.
  5. Timeouts.  Are requested through the scoretable.  Granted to requesting team at the next whistle or if the requesting team is scored upon.   Two (2) one minute timeouts in the first half; three (3) one minute timeouts in the second half per team.  One (1) timeout per team per overtime period.  No carryovers.  Community Club games see two (2) one minute time outs for each team.  None in the last five minutes.  Sound the horn with 10 sec remaining in the 1 minute timeout.
  6. Quarter Breaks.  One to two minutes break (ask local host).  Sound the horn with 30 sec remaining in the quarter break.  Reset all bonus lights, team fouls.
  7. Halftime.  Five (5) to ten (10) minutes.  Ask game host. Reset all bonus lights, team fouls.
  8. Overtime. Games using 4 x 10 min quarters will use a five (5) minute overtime period; games using 4 x 8 min quarters will use a four (4) minute overtime period.   One (1) minute break heading into each overtime period.  The 4th quarter bonus situation carries over into all overtime periods.                  

Communicate with “scorer” at all times to ensure game score is correct

SCORESHEET 

  1. Team Rosters. Have coaches complete the game rosters - full names and numbers!  Include date, time & location (see reverse side for a sample).
  2. Scoring.  Mark running score first with a slash “ / “ mark.  Mark individual score second; “2” for a two-point score - “3” for a three-point score - full or empty circles to indicate made or missed free throws (1 point each)
  3. Personal Fouls.  Record personal fouls as “|” in ‘player fouls’ box next to the corresponding name - 5 personal fouls = disqualification.
  4. Technical Fouls.  Marked as “T” - go towards personal and team foul totals.  Mark coach’s ‘T’s’ next to their names
  5. Timeouts.  Are requested through the scoretable.  Granted to requesting team at the next whistle or if the requesting team is scored upon.  Record all time outs on sheet next to team’s name. Two (2) one minute timeouts in the first half; three (3) one minute timeouts in the second half per team.   One (1) timeout per team per overtime period.  No carryovers.  Community Club games see two (2) one minute time outs for each team.  None in the last five minutes.  
  6. Team Bonus.  After team reaches five (5) team fouls per quarter, other team is in ‘double bonus’ (2 shots).  Notify referee by sounding horn.  All team fouls reset going into the next quarter.
  7. Quarter and Halftime Breaks.  Indicate what quarter and halftime scores are; separate 1st half team fouls by drawing long line down ‘fouls’ column; draw long ‘squiggle’ line down 1st half score box to prevent marking of 2nd half stats in 1st half columns.
  8. Overtime. Time-outs DO NOT carry over to the overtime period(s).  Teams receive one timeout per overtime period (no carryover).
  9. End of Game.  Total all scores and write in “winning team” and “final score”; total all the individual points; home team / tournament host keeps original white copy, give yellow to “winning team” and pink to “losing team”.

Communicate with “timer” at all times to ensure game score is correct

SHOTCLOCK OPERATOR
When a shot clock is being used in a game, the time shall be set at 24 seconds.
Start the Clock whenever a team gains control of a live ball on the playing court.
Stop the clock when…

  • An official blows his whistle for a foul or violation.
  • A ball on a shot for a field goal or on a pass enters the basket.
  • A shot for a field goal touches the ring unless the ball lodges on the basket support. 
  • The game is stopped because of an action connected with the team not in control of the ball. 
  • The game is stopped because of an action not connected with either team, unless the opponents would be placed at a disadvantage.

Reset the clock to twenty-four (24) seconds with the display visible and restarted as soon as a team gains control of a live ball on the playing court. Note that the mere touching of the ball by an opponent does not start a new twenty-four second period if the other team remains in control of the ball.
Stop clock, but NO reset when the same team that previously had control of the ball is awarded a throw-in as a result of:

  • A ball having gone out-of-bounds. 
  • A player of the same team having been injured. 
  • A jump ball situation. 
  • A double foul. 
  • A cancellation of equal penalties against the teams. 50.4 Stopped,

Turn the clock off when a team gains control of a live ball on the playing court, and there are fewer than twenty-four (24) seconds remaining on the game clock in any period. Also note that the twenty-four second device signal does not stop the game clock or the game, nor cause the ball to become dead, unless a team is in a control of the ball.
MORE RESOURCES INCLUDING SCORESHEETS, SAMPLES AT. ..

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Basketball Scoreboard Manual

Safety Instructions

The Basketball Scoreboard is a complex electronic device that connects to a 220 volt network and has life-threatening high voltages inside!

It is strictly forbidden:

— to disassemble the scoreboard and consoles;

— allow liquids and foreign objects to get inside the display;

— install the scoreboard in the on state.

- use the board and accessories for purposes other than those intended

Modular system delivery

  • Central unit (CT) 1 pc.
  • Lower structural insert 1 pc.
  • IFO side modules 4 pcs.
  • Side technology inserts 2 pcs.
  • Attack scoreboard 2 pcs.
  • Table board "direction of attack" 1 pc.
  • LED strip for board 2 pcs. x 5 m.
  • DH communication cable with PC - 50 m. 1 pc.
  • Intermodular communication cables 4 pcs. 2.5 m.
  • Communication cable for central heating with attack board 40 m. 1 pc.
  • Communication cable for central heating with attack board 60 m. 1 pc.
  • Large LCD keypad 1 pc.
  • LCD keypad cable with bl. supply 3m. 1 PC.
  • Attack panel 3-button 1 pc.
  • Communication cable Ataki-LCD 1 pc.
  • USB/485 interface converter 3 pcs.
  • Computer with software 1 pc.
  • Monitor 17` 1 pc.

Installation and connection

1. The scoreboard is hung from the brackets located on the rear panel.

2. Only the supplied signal cables may be used! The use of others may lead to malfunctions.

3. The board's power cables are plugged into 220 V 50 Hz sockets with earthing.

Recommendations for supporting trusses and connection diagram of the board modules on the page of recommendations for mounting and installation.

Important! The order of switching on the equipment.

When the board is turned on, it is initialized and internally tested. The numbers on the scoreboard can change in any form. The duration of the test is a few seconds. The control computer can be turned on both before turning on the scoreboard and after that. The control console is turned on strictly after turning on the computer and loading the control program located in the Basketball folder on the desktop (the program shortcut is displayed on the PC desktop). If you have turned on the remote before this moment, it will give an error and you will have to disconnect and turn it on again.

Purpose and composition:

The central panel displays the time of day, period time, period number, score, fouls and team timeouts. The generalized appearance of the scoreboard is shown in the figure below. Side modules display numbers, names, fouls and points of 12 team players. It is possible to change the appearance of the scoreboard depending on the project, while only those functions that are provided for in the order are used. The electronic field "creeping line" may be absent or may be replaced by a set of letters.

Appearance of the scoreboard (depending on the configuration, side scoreboards can be of two types)

Where:

888 888 — score fields

8 — period number field

8 8: 9008 8 — 9008 time field of the main timer of the scoreboard

*** *** - clusters (bulbs) of timeouts

No. - player number, surname and individual fouls and points

Additional scoreboards display the attack time.

88:88 - time field of the main timer on additional displays

88 — attack time field on additional scoreboards

The scoreboards are controlled from remote control panels (RC), the main control panel (RC1) has 40 buttons and a 2-line liquid crystal indicator (LCD). The attack time remote control (RC2) has 2 buttons and an LED.

RC1 (40 buttons + LCD indicator) and RC2

Judge's actions at the control panel

In this mode, the current time of day (hours and minutes) is displayed, and the sports information fields are off.

2. When remote control 1 is connected, the display switches to the operating mode. In working mode, the score, foul, timeout and period fields are enabled.

3. To switch the display from operating mode to standby and back, use the button "Mode" .

4. Immediately after turning on the remote control1, the game parameters are automatically set to the initial state, but if you want to start a new game, you can call the initial state by pressing the button "Reset" 5 times (these clicks should be done quickly, with an interval of no more than 2 seconds).

5. Before starting the game, check and, if necessary, change the default values ​​of the time parameters by entering the settings menu by pressing the "Settings" button.

6. The reverse direction of the period time counting is set by the sign "-" (minus) before the time value

« , « « :

No.

Parameter

Value according to

default

Note

1.

Current attack time

-

Operational task

2.

Time of day (non-PC version only)

-

Internal clock run

3.

Period standard time

10 min.

Non-volatile memory

4.

Standard attack time

24 sec.

5.

Standard short break time

2 min.

6.

Standard long break time

15 min.

7.

Standard overtime time

5 min.

8.

Standard overtime break time

2 min.

9.

Standard timeout

60 sec.

Correction of the time of day in the scoreboard occurs automatically from the PC from the delivery set.

It is also possible to make changes to the parameters during the game, but only when the timer is stopped. When the timer is running, they are only available for viewing.

To change the parameter, press the button « ® «. Enter the numbers in the position of the cursor that appears (by pressing the number buttons). Use the buttons »← « and »→ « to move the input cursor. To save the parameter, press the button "Enter" , to refuse changes (and exit the settings menu) use the button "Cancel" .

After editing one of the parameters and pressing the " Enter" button , the console automatically exits the editing mode. To change the parameters again, you must enter the setting mode again.

Standard parameter values ​​are stored in non-volatile memory, therefore, once set, they are saved when the board is turned off.

8. When the game is over, you can put the scoreboard into standby mode and turn off the remotes - the scoreboard will show the time of day. During the game, it is impossible to turn off the scoreboard from the network or disconnect the remote control1, otherwise the game parameters will be reset and they will have to be entered manually to continue the game.

9. Start / stop time of the main timer display is made by pressing the button "Start/Stop" , regardless of what time the timer is counting (period time, break time, overtime or timeout).

10. Start/stop the attack timer by pressing the green button on the remote control during the game, during the break the remote control2 turns off.

11. A new attack is set by pressing the red button on the remote control2, while the standard attack time is entered into the attack timer. The white button resets the attack timer to 14 seconds. After reset for 14 sec. it is always required to start the timer with the green button.

12. When the main timer of the display reaches <00:00.0>, the buzzer automatically sounds . When the attack time ends, a sound signal is also automatically given, but in a different tone. You can also sound the signal manually by pressing button "Signal" .

13. Entering the score commands can be done with the addition buttons "+1" , "+2" , "+3" , "-1" or direct input from the indicator. For direct entry of the score from the indicator, the required number is first dialed with the number buttons, for example: >123< or > 54< or > 8<. Badges > and < inform you about direct input mode. If an erroneous number is entered, use the button Backspace . To confirm the entry, press the button "-1" of the account of the corresponding team. To refuse input and exit the direct input mode, press the button "Cancel" . The direct input mode allows you to quickly enter large count values.

14. Command fouls are entered by buttons of additions "+1" and "-1" .

15. Setting the timeout is done with the button "+1" of the corresponding command. At the same time, the time of the period is automatically remembered, and the main timer of the scoreboard is loaded with the standard timeout time. The corresponding cluster lights up on the display. After the timeout expires, the main timer of the scoreboard is loaded with the stored value of the period time. In case of an error, you can exit the timeout by pressing the corresponding button "-1" (the cluster of this timeout will also turn off).

16. The scoreboard is programmed so that after the end of the period time, the break time countdown is automatically turned on, and after the end of the break time, the standard time of the period (or overtime) is loaded, and you need to start it manually:

No.

Status

Period number

on scoreboard

Starting the main

timer

Sports fields

information board

1

1st period

1

manual

included

2

Short break

automatic

repaid

3

2nd period

2

manual

included

4

Long Break

automatic

repaid

5

3rd period

3

manual

included

6

Short break

automatic

repaid

7

4th period

4

manual

included

Further transitions occur only if the teams score fields are equal!

8

Short break

automatic

repaid

9

Overtime

E

manual

included

10

Overtime break

automatic

repaid

And so on. ..

17. If necessary, you can set any period or overtime . Stop the main timer of the scoreboard, and by pressing the button "Period" , set the required period number (a number above the 4th means overtime "E") and press the button "Enter" . Button "Cancel" - exit without changes. When counting the time of the main timer of the scoreboard, this function is available only for viewing the period number.

18. If necessary, you can set any break . Stop the main timer of the board, and by pressing the button "Break" , set the desired break number and press the button "Enter" . Button "Cancel" - exit without changes. When counting the time of the main timer of the scoreboard, this function is not available.

19. If necessary, you can correct the current time value of the main timer of the display . Stop the main timer of the scoreboard, and by pressing button "Timer correction" set a new value using the number buttons. Use the buttons »← « and »→ « to move the input cursor. Pressing button "Enter" will confirm the new value, button "Cancel" will exit without changes. When counting the time of the main timer of the scoreboard, this function is available only for viewing the time value.

20. If necessary, you can correct the current value of the attack time . Stop the main timer of the scoreboard, and by pressing button "Settings" , "↓" and "→" Set a new value using the number buttons. Use the buttons »← « and »→ « to move the input cursor. Pressing button "Enter" will confirm the new value, button "Cancel" will exit without changes. When counting the time of the main timer of the scoreboard, this function is not available.

Managing individual foul and score fields and ticker

When loading the program for a new game, the previous information from the IFO fields is deleted. If, for some reason, deletion did not occur, you should click the "delete" button on each command.

To load a team, enter the “central scoreboard” mode (program window button), enter the composition of the teams by pressing the “teams” button in the upper left corner of the menu. Complete the list and save.

Next, press the command selection button (next to the "delete" button), select the command from the list and click the "finish command editing" button. After that, the previously entered composition will be displayed on the computer.

By clicking the "load teams" button (located in the middle of the window), you will send the entered lists to the scoreboard.

During the game, when a foul or points are added from the main console (using the +1+2+3 buttons) to the corresponding team, the corresponding list of teams becomes active in the program. Select the name of the player who received a foul or scored the ball, click on it with the left mouse button and the result will be entered in the side scoreboard. In case of an error, the scoreboard can also be edited manually.

If during the game or a break the ticker text was displayed on the scoreboard, you can return to the names of the teams by pressing the central button of the program window "load teams".

To switch the crawl line mode - command names, use the buttons of the program window "central display" and "creep line"

In the "creep line" mode, you can type text through menu items and save it to a file. By the command (button) "write to the scoreboard", the text will be displayed on the running line in a cyclically moving mode.

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