El Palo Alto
El Palo Alto
DEMONSTRATION AND TRAINING COFFEE HOUR
Check the Regional Calendar on web site front page for weekend of 20th.
Be 10 minutes early. Presentation will start right on time.
See current volunteer assignments and openings at the bottom of this page.
See current volunteer assignments and openings at the bottom of this page.
Hosting the Tournament in Palo Alto is a great opportunity to bring our AYSO neighbors to our community and share with them our warmth, sportsmanship and community spirit. Running a tournament takes great effort and the responsibilities comes down to tournament organization and field duties. Administrative aspects of the Tournament are being taken care of by Regional Volunteers under the direction of the Tournament Director. That leaves the field duties. They are assigned to our Palo Alto teams.
Field Duties and Task Slots
The field duties for each team are two-fold; Field Marshal and Keeper Wars. To pick a task and time slot, follow the instructions on the page, How Do I Find and Volunteer For a Task.
These duties must be completed correctly. The Tournament is a lot of work, but the work has been broken down into small tasks so that if each family takes a task, the workload is light. And consider that when our teams travel to tournaments such as Concord, Pacifica, or Davis, parents of their teams are performing these functions for our kids.
Tournament volunteers must be current in their AYSO volunteer registration, and be Safe Haven certified to ensure understanding and prosecution of AYSO child supervision policies. This is a requirement of our field permit from the city, as well. If you are not current in your volunteer registration, you can get current here.
Field Marshal - All Divisions
The Field Marshal's global role is to make sure the field activities of the Tournament proceeds smoothly. The field must be supervised by a Field Marshal all day. Each Field Marshal serves for one game slot of time, that extends from 15 minutes prior to one game to 15 minutes after the finish of the game.
The Field Marshal is an information source for visitors and is responsible to monitor and enforce the Tournament regulations.
Field Marshal Station
There is a canopy, table and chairs for Field Marshals at each field complex. The Field Marshal Station needs to be very visible and situated away from the pitch. The coaches will seek out the Field Marshal Station for Tournament check-in.
Referees will seek refreshment at the Field Marshal Station. The referees will be provided morning coffee and juice, snacks during the day, and lunch. The more the referees hang around the field, the more games they can cover, especially if someone does not show up on time, or not at all. The refreshments are provided separately. If you need an additional referee to cover your game, seek an off-duty referee at the Field Marshal Station.
Each game requires 3 referees, a Center Referee to manage the game and two Assistant Referees to watch the touchlines, offside play and fouls. Referees are required to check in with you 20 minutes prior to the game, but may not be able to if the referee is still working a game. Occasionally, a referee will not show for a game, or is too late for the start of the game. The Field Marshal fills the position by asking one of the off-duty referees to fill in. If you are unable to find a referee by 10 minutes prior to game start, immediately call the Tournament Director. The phone number is on your instruction sheet.
Procedure for the Field Marshal
Game times are tight so we must keep to the schedule. More than one field is used for the games and if one field fails to keep the schedule it will affect the interlock of games with the other fields. If the schedule appears to be in jeopardy, immediately contact the Tournament Director. Don't wait for the schedule to fail, please anticipate.
Coach/Player ID Passes
These passes will be validated at the initial Tournament check-in against the approved Tournament Roster. Each pass will have a photo of the player or coach along with their name and other information. Approved players and coaches will have an El Palo Alto Tournament logo sticker their ID. These passes are required for participation in the tournament. Simply put; no approved pass, no play; for both coaches and players.
Each team reports to the field 20 minutes prior to the game. The team presents their approved game card, and their Coach/= and Player passes.
The Game Cards are pre-printed and given to you by the coach at team check-in. You check in the team and then give the Game Card to the Center Referee before the game, and the Center Referee will return the cards to you after the game. Ensure the Game Cards are signed by the coaches and the Center Referee. You keep the passes of any player that has received a Red Card, or Coach that has been ejected by the Referee. Return the rest of the passes to the coach and take the retained passes to the Field Marshal Table, phone the Tournament Director and report the red cards or ejections, and leave the passes in the labeled box.
Report the Score
Phone in the score to the Palo Alto AYSO number, 650 735 1493. State your name, the field, division, and each team and its score. Then state whether any red cards or coach ejections occurred, who it was, and the field where the retained passes are being left.
Coaches or a team parent may check the team into the Tournament, and need do it once only. Players do not need to be present for the Tournament check-in. At the Tournament check-in the ID cards, game cards and official roster are reviewed and approved for Tournament play.
The Tournament check in must be done at least 45 minutes prior to the team's first game, to allow for time for the official paperwork to be reviewed and the results taken to the appropriate field for the game.
The following procedure is to be followed:
Keeper Wars - U10 & U12
Keeper Wars are conducted during lunch break for the U10 and U12 divisions only. Keeper Wars volunteers must move the goals into place, organize the contestants into single file, supervise the contest, present the winner awards, and return the goals for resumption of the Tournament play.
Keeper Wars Format Details
The figure below is the setup for the U12 boys and girls keeper wars being held on Greer #1 and #2. The U10 girls keeper wars event will be held at Seale Park and the U10 boys keeper wars will be held on JLS #4.
The Time Keeper is appointed by your team; supervises the Keeper Wars volunteers, and obtains the gift cards from the Field Marshal prior to the Keeper Wars session. The Time Keeper will present the gift cards to the Final Four, and to the two finalists. The gift cards will be in an envelope and clearly marked.
Ask a few visiting parents to help move the goals, although generally two adults can move the goals without difficulty. It is important to move those goals as soon and as quickly as possible.
The Keeper Wars must be conducted quickly with as little loss of time, for setup and return of the goals, as possible. The persons with these duties should be ready to move the goals right away, as soon as the game ends prior to lunch break, without the field being cleared, and know ahead of time exactly what to do. There is no time during the Keeper Wars time slot to figure it out.
Move the goals to facing the touchline of the soccer pitch, such that the touchline is used as the center line of the keeper wars. The area used for the Keeper Wars should be a lesser used area of the regular pitch, so as not to harm the pitch. Cones should be put out to mark the touchlines of the Keeper Wars pitch. The goals should each be 15 yards from the centerline. The cones should be about 4 yards wider than the goal width on each side.
Have 2 balls on each side of the goal ready to put into play if a ball goes wild. The persons who moved the nets into place, station themselves as net minders on each side of a net, and help the timer keep the game moving by giving a keeper one of the reserve balls, at the timer's direction. Spectators should return balls to the net minders.
There will be 2 contestants from each Tournament team. To start, the contestants from each team go to the opposite side of the Keeper Wars pitch, dividing the total number of contestants evenly. If there is an odd number of players, the odd player will play the next round as first in line. The Usher will organize the keepers on each side in first-name alphabetic order. The time keeper will call for a match, and usher sends in the player from the front of the queue. The player should proceed to the goal to their right.
The time keeper will throw in the ball to a keeper to start the match, alternating to the left and right for starts for each match. The keepers play their match. The winner of the match remains in the event and returns to the usher to go to the back of the queue for the next round. The other player is eliminated and joins the spectators. Each round is a running 2 minutes. The first player to score 3 goals is the winner of the match or the player with the most goals at the end of 2 minutes wins the match. If the score is tied after 2 minutes, the first player to score - golden goal - wins the match.
Once all the players from the initial queue have played, round 1 is completed. Split the keepers evenly between the two ushers, minimizing the number of keepers from the same team on the same side.
Conduct round 2 in the same manner as round 1.
Keep repeating this process until all are eliminated except the Final Four. Bring them to the center of the field and announce them as the Final Four. Present a gift card to each of the final four.
Divide the Final Four into two groups with the first two in the alphabet on one side and the other two, opposite, and repeat another round, eliminating two, and then hold the championship round to determine the finalist. Present the finalist and runner up gift card.
Return the goals to their regular position, resecure the goals and nets to resume the Tournament.