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Scout Manual - Volleyball

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SCOUT MANUAL - VOLLEYBALL

FAST DATA

14/02/2020
2.2.0
TABLE OF CONTENTS
1 GENERAL INFORMATION ................................................................................................................. 5
1.1 REVISION HISTORY ................................................................................................................. 5
1.2 GLOSSARY OF TERMS & ABBREVIATIONS .............................................................................. 6
1.3 THE SCOUTS’ RESPONSIBILITIES............................................................................................. 8
1.4 PRE-GAME CHECK .................................................................................................................. 9
1.5 MATCHDAY CHECKLIST ........................................................................................................ 11
2 VOLLEYBALL RULES ........................................................................................................................ 13
2.1 MAIN RULES ......................................................................................................................... 13
2.1.1 BASICS .................................................................................................................... 13
2.1.2 ROTATION & POSITIONS ........................................................................................ 14
2.1.3 THE NET ................................................................................................................. 15
2.1.4 SCORING A POINT .................................................................................................. 15
2.1.5 WINNING A SET...................................................................................................... 15
2.1.6 WINNING A GAME ................................................................................................. 15
2.2 SERVICE ................................................................................................................................ 16
2.2.1 SERVICE .................................................................................................................. 16
2.2.2 SERVICE ACE ........................................................................................................... 16
2.2.3 SERVICE ERRORS .................................................................................................... 16
2.3 RALLY POINTS....................................................................................................................... 18
2.3.1 BALL “IN” AND BALL “OUT” ................................................................................... 18
2.3.2 ATTACK HIT/KILL .................................................................................................... 19
2.3.3 ATTACK HIT ERRORS .............................................................................................. 19
2.3.4 PLAYING THE BALL ERRORS ................................................................................... 20
2.3.5 BLOCK..................................................................................................................... 21
2.3.6 BLOCKING ERRORS ................................................................................................. 21
2.3.7 PLAYER AT THE NET ............................................................................................... 22
2.4 MISCONDUCT ....................................................................................................................... 23
2.4.1 MISCONDUCT LEADING TO SANCTIONS ................................................................ 23
2.4.2 PENALTY ................................................................................................................. 24
2.4.3 EXPULSION ............................................................................................................. 24
2.4.4 DISQUALIFICATION ................................................................................................ 24
2.4.5 APPLICATION OF MISCONDUCT SANCTIONS ......................................................... 24
2.5 REGULAR GAME INTERRUPTIONS........................................................................................ 25
2.5.1 TIME-OUTS AND TECHNICAL TIME-OUTS .............................................................. 25
2.5.2 SUBSTITUTION OF PLAYERS ................................................................................... 25
2.5.3 SEQUENCE OF INTERRUPTIONS ............................................................................. 26
2.6 GAME DELAYS ...................................................................................................................... 26
2.6.1 TYPES OF DELAYS ................................................................................................... 26
2.6.2 DELAY SANCTIONS ................................................................................................. 26
2.7 CHANGE OF COURTS ............................................................................................................ 26
3 BEFORE THE GAME ........................................................................................................................ 28
3.1 MOBILE CLIENT VERSION CHECK ......................................................................................... 28
3.2 GETTING STARTED ............................................................................................................... 29

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3.3OPENING A GAME ................................................................................................................ 31
3.4ARRIVAL AT THE VENUE & PRE-GAME COMMUNICATION ................................................. 33
3.4.1 IN POSITION ........................................................................................................... 33
3.4.2 LATE ARRIVAL......................................................................................................... 35
3.4.3 SENDING SUPPORT MESSAGES.............................................................................. 37
3.5 ENTERING GAME CONDITIONS ............................................................................................ 38
3.6 ONLINE BEING TIME............................................................................................................. 39
3.7 SENDING PRE-GAME EVENTS............................................................................................... 40
3.8 JERSEY COLOURS .................................................................................................................. 41
3.9 THE START DELAYED MESSAGE ........................................................................................... 45
3.10 STARTING A GAME/SET ....................................................................................................... 45
3.11 LATE START OF A GAME/SET ............................................................................................... 48
3.11.1 SET START MISSED – DISCONNECTION .................................................................. 48
3.11.2 GAME START MISSED – LATE ARRIVAL .................................................................. 49
3.12 PICTURE TAKING .................................................................................................................. 50
4 DURING THE GAME ....................................................................................................................... 54
4.1 EVENT CATEGORIES ............................................................................................................. 54
4.2 STATUS LINE & PICTURE COUNTER/LAST EVENTS LINE ....................................................... 55
4.3 BLOCKING EVENTS ............................................................................................................... 56
4.4 SERVICE ................................................................................................................................ 56
4.5 POSSESSION CHANGE .......................................................................................................... 58
4.6 RALLY POINTS....................................................................................................................... 58
4.6.1 KILL ......................................................................................................................... 58
4.6.2 BLOCK..................................................................................................................... 58
4.6.3 ERROR .................................................................................................................... 59
4.6.4 OUT ........................................................................................................................ 59
4.7 POINT CONFIRMATION ........................................................................................................ 59
4.8 PENALTY ............................................................................................................................... 61
4.9 POSSIBLE DISQUALIFICATION, EXPULSION & DISQUALIFICATION ...................................... 63
4.10 TIME-OUT ............................................................................................................................. 64
4.11 CANCEL LAST ........................................................................................................................ 64
4.12 SCORE CONFIRMATION & SCORE CORRECTION .................................................................. 65
4.12.1 STATISTICS CONFIRMED ........................................................................................ 66
4.12.2 STATISTICS INCORRECT .......................................................................................... 66
4.13 STOPPING A SET ................................................................................................................... 68
4.14 STOPPING THE GAME .......................................................................................................... 70
4.15 GOLDEN SET ......................................................................................................................... 70
4.16 RECEIVING SCOUT MESSAGES & SCOUT REMINDERS ......................................................... 70
4.16.1 SCOUT MESSAGES.................................................................................................. 71
4.16.2 SCOUT REMINDERS ................................................................................................ 72
4.17 PDA VIBRATION WHEN DISCONNECTED ............................................................................. 72
4.18 THE OTHER TAB.................................................................................................................... 73
4.18.1 CONTACT ME & SUPPORT REQUESTS.................................................................... 73
4.18.2 ADDITIONAL EVENTS ............................................................................................. 74
4.18.3 INJURY BREAK ........................................................................................................ 74
4.18.4 PENALTY POINTS .................................................................................................... 74

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4.18.5 UPDATE SCORE ...................................................................................................... 74
4.18.6 RESET RALLY ........................................................................................................... 75
4.18.7 NEWS ALERT .......................................................................................................... 75
4.18.8 MATCH MESSAGES ................................................................................................ 76
4.18.9 NEUTRAL DANGER ................................................................................................. 77
4.19 EXTRA MENU........................................................................................................................ 77
4.19.1 STATISTICS ............................................................................................................. 78
4.19.2 CANCELLATIONS .................................................................................................... 78
4.19.3 CONTACT ME ......................................................................................................... 80
4.19.4 RELOAD STATISTICS ............................................................................................... 80
4.19.5 ABOUT .................................................................................................................... 81
4.19.6 EXIT ........................................................................................................................ 82
5 SCENARIOS .................................................................................................................................... 83
5.1 SET/GAME START MISSED ................................................................................................... 83
5.1.1 DISCONNECTION BEFORE SET START .................................................................... 83
5.1.2 LATE ARRIVAL......................................................................................................... 83
5.2 CHANGE SCORING TEAM ..................................................................................................... 84
5.3 PENALTY AND PENALTY POINT ............................................................................................ 84
5.4 ROTATIONAL ERROR ............................................................................................................ 84
5.5 EXPULSION/DISQUALIFICATION AND END OF SET .............................................................. 84
5.6 PENALTY BETWEEN TWO SETS ............................................................................................ 85
5.7 MISTAKE ON THE OFFICIAL SCOREBOARD ........................................................................... 85
5.8 SCORE IS WRONG AND YOU DO NOT KNOW WHAT HAPPENED ........................................ 86
5.9 CHALLENGES DURING A RALLY ............................................................................................ 86
5.10 POINT UNDER INVESTIGATION ............................................................................................ 86
5.11 NET CONTACT DECISION CHANGED AFTER REVIEW ........................................................... 87
5.12 PENALTY HANDLING WHEN A CARD IS SHOWN DURING A REVIEW ................................... 87
6 TIPS AND TROUBLESHOOTING ...................................................................................................... 89
6.1 GOOD PRACTICE................................................................................................................... 89
6.2 HANDLING CONNECTION PROBLEMS .................................................................................. 90
6.2.1 WHEN TO DO A TROUBLESHOOTING .................................................................... 90
6.3 NETWORK CHECK - T-MOBILE AUSTRIA SIM CARDS............................................................ 90
6.3.1 DATA ROAMING CHECK ......................................................................................... 90
6.3.2 APN CHECK............................................................................................................. 91
6.3.3 NETWORK CHANGE ............................................................................................... 91
6.4 NETWORK CHECK - LOCAL SIM CARDS ................................................................................ 91
6.4.1 CHANGE NETWORK MODE .................................................................................... 91
6.4.2 FLIGHT MODE ........................................................................................................ 92
6.5 SIM CARD ISSUES ................................................................................................................. 92
6.6 WI-FI NETWORK OR PERSONAL HOTSPOT........................................................................... 92
6.6.1 WI-FI NETWORK ..................................................................................................... 92
6.6.2 PERSONAL HOT-SPOT ............................................................................................ 93
6.7 ERROR MESSAGES ................................................................................................................ 93
7 COMMUNICATION......................................................................................................................... 94
7.1 EXPLANATION OF COMMUNICATION CHANNELS ............................................................... 94

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7.1.1 COUNTRY OPERATIONS MANAGERS ..................................................................... 94
7.1.2 SCOUT HOTLINE ..................................................................................................... 95
7.1.3 CONTACT ME BUTTON & SUPPORT REQUESTS ..................................................... 96
7.1.4 PDA SCOUT MESSAGES .......................................................................................... 96
7.1.5 SUPPORT MESSAGES & LATE ARRIVAL DIALOGUE ................................................ 96
7.1.6 SCOUT’S MOBILE PHONE ....................................................................................... 96
7.2 SCOUT – SUPPORTER COMMUNICATION ON MATCHDAY .................................................. 96
7.2.1 COMMUNICATION BEFORE THE GAME ................................................................. 96
7.2.2 REPORTING A MISSED SET START .......................................................................... 97
7.2.3 COMMUNICATION DURING A GAME .................................................................... 98
7.2.4 COMMUNICATION DURING DISCONNECTIONS .................................................... 98
7.2.5 REPORTING MISSED EVENTS DURING A DISCONNECTION ................................. 100
7.2.6 REPORTING LIVE EVENTS ON THE PHONE/PHONE GAME .................................. 101
7.2.7 SCOUT DOES NOT UNDERSTAND THE SUPPORTER ............................................. 101
7.2.8 EXAMPLES FOR DISCONNECTION COMMUNICATION ......................................... 102
7.2.9 COMMUNICATION AFTER THE GAME ................................................................. 103
7.2.10 SUMMARY OF MATCHDAY COMMUNICATION ................................................... 103
7.2.10.1 THE SCOUT NEEDS TO COMMUNICATE WITH THE SUPPORT ............................. 103
7.2.10.2 THE SUPPORT NEEDS TO COMMUNICATE WITH THE SCOUT ............................. 104
7.3 KEYWORDS FOR TELEPHONE COMMUNICATION .............................................................. 104
8 AFTER DISCONNECTIONS ............................................................................................................ 105
8.1 PROCEDURE AFTER DISCONNECTIONS WHEN TALKING TO THE SUPPORTER .................. 105
8.1.1 HANDOVER .......................................................................................................... 105
8.1.2 PROCEDURE – STATISTICS IN CONFIRMATION WINDOW DIFFER FROM SCORE 106
8.1.3 PROCEDURE – STATISTICS ARE STILL WRONG AFTER RELOADING THE SCORES. 106
8.2 PROCEDURE AFTER DISCONNECTIONS – NO CALL RECEIVED ........................................... 107
8.2.1 THE SCOUT IS SURE ABOUT THE STATISTICS ....................................................... 107
8.2.2 THE SCOUT IS NOT SURE ABOUT THE STATISTICS ............................................... 107
9 BEACH VOLLEYBALL ..................................................................................................................... 109
9.1 BEACH VOLLEYBALL RULES – DIFFERENCES TO VOLLEYBALL ............................................ 109
9.2 TECHNICAL DIFFERENCES................................................................................................... 110
9.2.1 WALKOVER........................................................................................................... 110
9.2.2 END OF SESSION & START OF SESSION................................................................ 110
9.2.3 WEATHER ............................................................................................................. 111
10 APPENDIX .................................................................................................................................... 112
10.1 TABLE OF TABLES ............................................................................................................... 112
10.2 TABLE OF FIGURES ............................................................................................................. 112

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1 GENERAL INFORMATION
This manual is intended to provide an initial Scout training basis for volleyball products. Scout
Trainees are expected to study the entire manual carefully before they do their first test games.
Once the training is completed and a Trainee is promoted to a Scout, he/she is allowed to cover
both volleyball and beach volleyball games.

This manual was written for the Mobile Client 5.1.2 and higher.

Read the FIVB Rule Books for Volleyball and Beach Volleyball thoroughly and make sure that you
know the volleyball rules well.

Read this manual carefully and make sure that you know how the Mobile Client works.

If you find any mistakes or shortcomings, please report them to your Country Operations
Manager.

Note: The screenshots provided within this document may differ slightly from the actual software.

Important: For the Quality Assurance Measures please refer to the file Quality Assurance
Measures – All Sports – Fast Data.

1.1 REVISION HISTORY


REVISION INFORMATION REFERENCE DATE
1.0.0 First edition 07/02/2013
1.1.0 Update & addition of Quality Measures 03/06/2013
1.2.0 Update & rule changes 30/09/2013
1.3.0 Update & rule changes 31/01/2014
1.4.0 New Mobile Client 4.5.2 25/07/2014
1.5.0 Regular Update 30/09/2014
1.6.0 Regular Release 1 – 2015 17/04/2015
1.7.0 Regular Release 2 – 2015 31/07/2015
1.8.0 Update 29/02/2016
1.9.0 New Mobile Client 4.5.8 04/07/2016
1.10.0 Instant Update 29/08/2016
1.11.0 Regular Release 3 – 2016 01/12/2016
1.12.0 Regular Release 1 – 2017 31/03/2017
1.13.0 New Mobile Client 5.0.0 03/07/2017
1.14.0 Regular Release 3 – 2017 01/12/2017
1.15.0 Summer Release 2018 31/07/2018
1.15.1 Format issues repaired 31/07/2018
2.0.0 Regular Release 3/2018 03/12/2018

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REVISION INFORMATION REFERENCE DATE
2.1.0 Regular Release 1/2019 01/04/2019
2.2.0 Instant Update 14/02/2020
TABLE 1 - REVISION HISTORY

1.2 GLOSSARY OF TERMS & ABBREVIATIONS


TERM/ABBREVIATION DESCRIPTION
BVB Beach volleyball
The most important events in the respective sport. Please find specific information
Category 1 Events
about the handling of Category 1 Events in the Scout Manual of the respective sport.
The second level of importance of events. Please find specific information about the
Category 2 Events
handling of Category 2 Events in the Scout Manual of the respective sport.
The third level of importance of events. Please find specific information about the
Category 3 Events
handling of Category 3 Events in the Scout Manual of the respective sport.
Country Operations A person in charge of the Fast Data coverage in one or more countries (Scout trainings,
Manager game offers and Scout administration).
A business unit within the Integrity Unit in charge of guaranteeing the highest integrity
Data Integrity Unit
of the data delivered to betting clients.
Data Scout Scout; a person who collects Fast Data of sports events.
Error Points are used for the evaluation of games covered for Fast Data games, in line
Error Points
with the respective Quality Assurance Measures.
Experience Level A sport-specific level that determines the payment of a Live Scout for covering games.
Experience Points reflect the Experience Level of Live Scouts. The number of
Experience Points may increase or decrease depending on the quality of the data
Experience Points provided as well as the Live Scouts’ general performance, the amount of games they
have scouted and the duration of their cooperation with the company. They also
determine the payment of Live Scouts.
Dynamic Data that is provided to satisfy customers for whom speed is the primary
Fast Data
concern.
A business unit in charge of international operations and affairs concerning Regional
Operations Managers, Local Operations Managers, Country Operations Manager,
Correspondents, Scouts and Scout networks. It organises the company’s activities
Field Operations
concerning the network of Scouts in the countries we offer games from, dealing with
matters like human resource planning, human resource development, recruitment and
any kind of communication.
The different stages of a sports event (e.g. 1st half, 3rd period, 2nd quarter, half-time
Game Period
break, extra time etc.).
A report that is requested by Quality Assurance – Fast Data if they come across
irregularities concerning games during the performance evaluation process; it is to be
Game Report
filled out by the respective Country Operations Manager in cooperation with the
concerned Scout.
The current state of the game of a specific sport concerning possession, attacking
Game State teams and possible goal threats. It also informs about situations in which it is currently
not possible to provide data (disconnections, broadcasting interruptions, etc.).
An inter-divisional team in charge of assisting the Scouts during a game, making all
Game Supervision game-related decisions on matchday and carrying out the communication with our
customers about the games that are covered on the respective day.
GC Game Conditions; information about the basic circumstances of a game.

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TERM/ABBREVIATION DESCRIPTION
Live Game A game that is covered directly at the venue (in contrast to a TV Game).
A position within Field Operations; a person in charge of Country Operations Managers
Local Operations and Correspondents in their respective regions. Its responsibilities include the
Manager operational implementation of coverage expansions and new sports as well as
reaching the coverage goals.
A game-related message (System Message) sent by the Scout that provides the
Match Message
customers with additional information.
A Game State; sent/generated when it is currently not possible to provide data
Neutral Danger
(disconnections, broadcasting interruptions, etc.).
The period during which the Scouts must be in position and online with their
Online Being Time PDA/Mobile Client Emulator (15 minutes before the start of a game); used to detect
possible connectivity problems.
PEN Penalty
Pre-Game Check; a task performed by the Scout 24 to 8 hours before the scheduled
PGC
game to verify the correctness of the fixture data.
PGE Pre-Game Event(s)
A game that is covered by a Scout reporting a sports event over the phone to internal
staff who simultaneously enter the events into the Stats Perform software. This is an
Phone Game
emergency procedure when Scouts are unable to use their PDA for any reason. [Please
note that this is a Stats Perform internal term].
Quality Assurance – Fast Data; a business unit mainly in charge of the internal and
external reporting regarding the quality of the Fast Data product and game-related
incidents. It runs the evaluation process of the quality of Fast Data coverage by using
key performance indicators. This also includes requesting Game Reports for serious
QA
game incidents, gathering Bad Connectivity Reports for problematic venues,
supporting Data Integrity Unit in their investigations. Furthermore, Quality Assurance –
Fast Data is in charge of quality-related client queries and publishes internal
recommendations on improving the quality of the product.
Quality Assurance A set of rules according to which the quality of the game coverage is evaluated to
Measures maintain the company’s’ high reporting standards.
A check performed in-running using a live broadcast to monitor the quality of the data
Quality Check
delivered by a particular Scout more thoroughly.
The period during which the Scout needs to be reachable on the phone on matchday
Reachability Period when covering a game; from 1 hour before the scheduled game start until 1 hour after
the game.
A business unit in charge of all Local Operations Managers, Country Operations
Regional Operations
Managers, Scouts and Correspondents and their administration. It is responsible for
Management
expanding the network into new countries and for reaching our coverage goals.
A position within Field Operations; a person in charge of Local Operations Managers in
Regional Operations their respective regions. Regional Operations Managers help to devise coverage plans
Manager and make sure that all operational matters are in compliance with the defined
processes.
Scout Data Scout; a person who collects Fast Data of sports events.
A phone number serving as a primary contact for Scouts on matchday - when the
Scout Hotline
Scouts are not logged in - to communicate essential information.
A short message sent from the Supporter to the Mobile Client; used to ask questions,
Scout Message
confirm events or to prepare the Scout for an imminent phone call.

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TERM/ABBREVIATION DESCRIPTION
Scout Reminders are messages that are automatically generated by the Mobile Client
Scout Reminder to draw the Scout’s attention to an event that should be sent, or an event that may
have been forgotten, etc.
A short message sent from the Scout to the Supporter (predefined or free text) to
Support Message notify the Supporter about any incidents or problems before the Scout arrives at the
venue.
A position within the Game Supervision team; a person who supervises games within
one of the Fast Data hubs, who helps the Scout during the games and also checks
Supporter
his/her performance; the Supporter enters data in case the connection collapses (then
the Scout reports to the Supporter on the phone).
System Message A game-related message that provides the customers with additional information.
Team 1 The competitor number 1 in team sports; usually the team hosting the event.
Team 2 The competitor number 2 in team sports; usually the hosted team.
A game that is reported by a Scout who is watching a live broadcast of the relevant
TV Game
game.
VB Volleyball
TABLE 2 - TERMS AND ABBREVIATIONS

1.3 THE SCOUTS’ RESPONSIBILITIES


Your job as a Scout starts before the day of the game:
> Be responsible and communicate
Check fixtures in your area and communicate the ones you can cover to your Country
Operations Manager.

Confirm your games as early as possible – some customers do not see unconfirmed games and
we cannot sell those games, so we might cancel those games or even the coverage of the
competition on the long run.

Confirm your games only when you are sure you will be at the venue. Check if tickets are
available.

Check venues, dates and game start times, warn your Country Operations Manager of mistakes
in the system. Perform the Pre-Game Check on the Operations Website (described in the
document Operations Website – User Manual for Scouts).

For Beach Volleyball games, the Scout does not must perform the Pre-Game Check
himself/herself as it is done automatically.
> Communicate
Always keep in touch with your Country Operations Manager.

Always contact the Supporter in case of problems on matchday – it is faster and more effective.
> Be honest
Your honesty will be appreciated, even if you make a mistake. Do not hide any mistakes.

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Cheating attempts or hiding mistakes intentionally are sanctioned strictly and will most
probably lead to a termination of the cooperation with the company.

Cheating attempts are very often discovered thanks to our Quality Assurance Measures and
because of the customer feedback we get.

By working with Stats Perform, you agree with and obey to the non-competition clause. Stats
Perform Scouts are exclusively collecting sports data for Stats Perform and not for any other
company.
> Learn English
Improve your English skills or learn English.
The company prefers Scouts who speak English.
> Be on time
Do not be late. Tardiness is not tolerated by the company.

Always consider the possibility of being 15-20 minutes late due to transportation delays or
other unexpected events.
> Be on alert
Expect calls from the Supporter anytime during the game.
> Be organised
Plan your transportation and ticket purchase very carefully. A missed train, a broken-down car
or a long queue outside the venue may lead to huge delays and eventually cancellations.

Have a fully charged mobile phone with you for every game. Always expect calls from the
Supporter during the Reachability Period between 1 hour before game start and 1 hour after
the game.

Using a headset might be a good idea. You should be able to use both hands to get back online
with the PDA during disconnections and at the same time speak to the Supporter on the phone.
> Be professional
Scouts perform the core business of the company. It is crucial that the events are reported
accurately and in real-time. The company expects that the job is executed in a serious and
responsible manner and that Scouts have the appropriate frame of mind. Do not work under
the influence of alcohol, drugs or medicine affecting your ability to concentrate.

1.4 PRE-GAME CHECK


As a Scout, you are required to perform a Pre-Game Check before every game. To successfully
complete a Pre-Game Check, certain requirements must be met.

The Pre-Game Check must be done between 24 hours to 8 hours before the scheduled game start
time. Within this timeframe, you must check that the game data is correct and then confirm this
on the OWS. Here, you also must include details of the source you used to verify the data and
define the expected jersey colours for both competitors.

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Example:
If the source used was a website, you are required to provide a link to the website address on the
OWS.

Important: When verifying the game data, you must confirm the names of both competitors, the
name of the venue, the name of the competition, the date of the game and the game start time.

There are six different source options to choose from on the OWS:
> Website
A direct link to the fixture on the official the website of competitor 1 or 2 that displays the
fixture data (date, game start time, venue, and competition) can be provided in the Comment
box.

It is also possible to paste the link to the front page of such a website where the fixture is only
displayed until the game has been finished. However, an according comment must be left in
such cases.

A link to an official website of the federation with the game start time/date and venue can be
provided.

Reliable sports media websites may also be used (e.g. BBC). However, it is not sufficient to just
write “BBC” in the comment. The link leading to the correct fixture must be provided.

When all fixture data can only be confirmed with the help of various websites, all links need to
be provided.
> Newspaper
The name and release date of the newspaper must be noted in the Comment box as well as the
page number where the information can be found.
> Radio/TV
The name of the radio/TV station must be noted in the Comment box. The exact time and the
name of the program from which the information was obtained must be provided.
> Phone Call
The phone number of the person who confirmed the fixture must be noted in the Comment
box as well as his/her position within the club/federation (referee, coach, player, etc.). The time
of the call also must be noted.
> Email
The email address of the person that was contacted for the enquiry must be noted in the
Comment box as well as his/ her position within the club/ federation (referee, coach, player,
etc.). The time the email confirmation was received also must be noted.
> Other
Other may only be selected when the confirmation of the fixture was obtained directly at the
venue. It must be noted in the Comment box when and how the information was obtained (e.g.
ticket sale booth, ground keeper, etc.). A picture of a poster at the venue will not be considered

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as a source for verification of game data.

Note: A web link is the preferred source as it is the most efficient way for the administrators to
check the game details and forward them to the customers. However, if you can find a more
reliable source, it should be used instead.

If you perform the PGC too late, make a mistake with the PGC or do not carry it out at all, 2
Experience Points will be deducted from your current Experience Level.

In case any game data changes are detected when performing the PGC, Game Supervision must be
informed as soon as possible. If this happens on matchday, you must contact Game Supervision
directly. If changes are detected before matchday, you must contact the Country Operations
Manager.

1.5 MATCHDAY CHECKLIST


On matchday, check the following items to avoid problems:
> Check the fixture
Make sure the venue, the game start time and the date of the game are correct several hours
before the scheduled game start. Remember to perform the Pre-Game Check on the
Operations Website. Do not leave for the game without performing this step.

Important: If you are not familiar with the teams, make sure to inform yourself about their usual
jersey colours, logos etc., especially when covering friendly games. It is crucial that you are able to
identify the teams correctly!

> Check the software version on your PDA


Make sure that the software version on your PDA is up-to-date. You cannot log in when the
software version is outdated.
> Check the storage capacity on your PDA
Make sure that you have enough free space on your PDA to save the two required pictures. At
least 100 MB must be available to guarantee the full functionality of the Mobile Client. As the
PDA may not be used for private purposes, there should always be enough free space.

Note: Two pictures must be taken with the Mobile Client during the game to prove the
correctness of the fixture. One picture must display at least one player of each team in their
respective jerseys, whereas the other picture must display the scoreboard (see also chapter 3.12
PICTURE TAKING).

> Check the charge levels


Check the charge level of your PDA and mobile phone. Both should be fully loaded. Make sure
your headset works properly.

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> Check transportation
Tune in to the traffic reports or check websites to find out about transportation delays, road
works or accidents. Be around the venue at least 45-40 minutes before game start.
> Check the tickets
If you are not a season ticket holder, make sure you arrive at the venue very early to avoid
queues. Inform the Supporter immediately if you face problems with queues that might cause
delays. Scouts are asked to pick a decent seat with a clear unobstructed view of the court and
the scoreboard, as close as possible to the centre line. The following is NOT recommended:
> Having a seat behind the short side of the court.
> Having a seat in the core fan sections.
> Having a seat too close to the ground level or too high above the ground level.
> Check paper & pen
Make sure that you have a pen and paper ready to bring to the game. Every volleyball Scout
must bring both items to every game, to write down events which happen during a
disconnection.
> Communicate
Make sure you have both your Country Operations Manager's and the appropriate Scout
Hotline's number (see also chapter 7.1.2 SCOUT HOTLINE) saved in your mobile phone.

Have the numbers also saved somewhere else (e.g. in your wallet) in case you lose your mobile
phone for any reason, so that you can notify the Supporter about it.

Always contact the Supporter on matchday instead of your Country Operations Manager to
speed up the process.

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2 VOLLEYBALL RULES
2.1 MAIN RULES
This section summarises important volleyball rules. It is a very important part of the manual and it
should not be skipped even by experienced volleyball players who want to become Scouts.

This manual is based on FIVB rules. The rule book is available for download on
https://www.fivb.com/.

The signs used by the referees and line judges are shown throughout this chapter for illustrational
purposes when applicable. A table showing all referee signs is included in the rule book mentioned
above.

2.1.1 BASICS
Volleyball is a team sport in which two teams of six players are separated by a net.

The game proceeds as follows: a player of one of the teams begins a “rally” by serving the ball
from behind the back-boundary line of the court, over the net and into the receiving team’s court.
The receiving team must not let the ball be grounded within their court. The team may touch the
ball up to 3 times, but individual players must not touch the ball twice consecutively. Typically, the
first two touches are used to set up for an attack, an attempt to direct the ball back over the net in
such a way that the serving team is unable to prevent it from being grounded to their court.

Whenever the ball is played to the opposing team, it must cross to the opponent’s court through
the “crossing space”, which is defined by the upper edge of the net, the antennae and their
extension and the ceiling.

Each team must play within its own court and playing space. The ball may, however, be retrieved
from beyond the free zone, which is the area surrounding the team courts (the green area in
FIGURE 1 - VOLLEYBALL ROTATION).

The rally continues until either:


> A team makes a kill, grounding the ball on the opponent’s court and winning the rally or
> A team commits an error and loses the rally.
The team that wins the rally is awarded a point and serves the ball to start the next rally.
Each team has 3 front row players (4, 3, 2) and 3 back row players (5, 6, 1) (see also FIGURE 1 -
VOLLEYBALL ROTATION). The front row players mainly hit and block. The back-row players mainly
pass and dig.
> Front row players: They play at the net. Their responsibility is attacking and blocking the ball.
The front row players are the left front, middle front and right front.
> Back row players: The back-row players’ main responsibility is passing and digging. They are the
main passers of the team when receiving the opponents’ serve. The back-row players are the
left back, middle back and right back.

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Note: These locations are not to be confused with the “main” position one player plays such as
setter, middle blocker, outside hitter, opposite hitter or libero.

In addition to the player positions during the service defined by the rotation (see also chapter
2.1.2 ROTATION & POSITIONS), some players have special tasks once the rally has started.
> Setter
Ideally, a setter is the second player to touch the ball. His/her goal is to set up the ball for a
spike, in the best case for a successful kill.
> Libero
In volleyball, the libero is a defensive specialist position. He/she remains in the game at all
times and is the only player not limited by rules of rotation. He/she usually replaces the middle
blocker position (one of the front row players) when they rotate to the back row and never
rotates to the front row himself.

2.1.2 ROTATION & POSITIONS

FIGURE 1 - VOLLEYBALL ROTATION

The rotational order is determined by the team's starting line-up and controlled by the service
order and the players' positions throughout the set.

When the receiving team has gained the right to serve, its players rotate one position clock-wise:
the player in position 2 rotates to position 1 to serve. The player in position 1 rotates to position 6,
etc.

Each player, with the exception of the libero, will rotate to each position on the court, both front
row and back row.
> Positional error
During the service both teams must be positioned according to their rotational order. If any
player is not at his/her designated position the moment the ball is hit into play, the team
commits a positional error, which is sanctioned by a point and service for the opponent.
> Rotational error
A rotational error is committed when the service is not made according to the rotational order.
The team is sanctioned with a point and service to the opponent and the players’ rotational
order is rectified. In addition, the scorer (the person that keeps track of the score, fills in the
score sheet, uses the buzzer etc.) determines when the rotational error occurred. In case a

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wrong player has served more than once, all points scored after his/her service are cancelled.

FIGURE 2 - ROTATIONAL ERROR

2.1.3 THE NET


The ball may touch the net while crossing it. If the ball is hit into the net, it may be recovered,
provided that the three team hits are not exceeded.

If the ball rips the mesh of the net or tears it down, the rally is cancelled and replayed.

2.1.4 SCORING A POINT


There are three ways to score a point in volleyball:
> Successfully grounding the ball on the opponent’s side of the court
> The opponent team commits an error
> The opponent team receives a penalty
The exact definitions of what actions are counted as Kills and explanations of the various errors
are explained throughout the chapter 2.3 RALLY POINTS.

If the ball rips the mesh of the net or tears it down, the rally is cancelled and replayed.

2.1.5 WINNING A SET


The team that is the first to score 25 points (except for the fifth set, see below) with a minimum
lead of two points wins the set. If there is a 24-24 tie, the game will continue until one of the
teams achieves a two-point lead (26-24; 27-25; …).

2.1.6 WINNING A GAME


To win the game, a team must win three sets. In case there is a 2-2 tie, the deciding set (the 5th) is
played until one team has scored 15 points with a minimum lead of 2 points.

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2.2 SERVICE
2.2.1 SERVICE

FIGURE 3 - TEAM TO SERVE (L.) AND AUTHORISATION TO SERVE (R.)

The service is the act of putting the ball into play. The ball must be hit with one hand after having
been tossed or released. At the moment of the service hit, the player must not touch the court
including the end lines. The server must hit the ball within 8 seconds after the first referee whistles
for service. If the service is executed before the referee´s whistle, it is cancelled and repeated.

2.2.2 SERVICE ACE


An ace is a point made by the serving team as a direct result of the service. If any of the following
conditions apply, the service is considered an ace:
> The ball contacts the opponents’ court untouched.
> An opponent player has contact with the ball, but cannot bring it under control, so that it does
not stay in play. This includes the ball bouncing off a player onto the court or out of bounds as
well as a violation being called on the receiving team.
> The receiving team commits a positional error.

2.2.3 SERVICE ERRORS


All service errors lead to a point for the receiving team and to a change of service. The following
are considered service errors:
> The serving team fails to follow the serving order (rotational error) or is out of position.
> The service is not executed properly.
> The serving player is only allowed to toss or release the ball once. Before the toss/release,
the player may dribble or move the ball in his/her hands.

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FIGURE 4 - ILLEGAL SERVICE MOTION

> The server fails to hit the ball into play within 8 seconds after the referee’s whistle.

FIGURE 5 - DELAY IN SERVICE

> The player touched the court at the moment the ball is hit into play.

FIGURE 6 - SERVER TOUCHES THE COURT

FIGURE 7 - FOOT FAULT/TOUCHING AN EXTERNAL OBJECT (LINE JUDGE)

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> The ball touches a player of the serving team other than the server.
> The served ball fails to pass to the opponent through crossing space. This includes touching the
antenna.

FIGURE 8 - BALL FAILS TO PASS THROUGH CROSSING SPACE/NET TOUCHED BY PLAYER

> The service hit passes over a “screen”.


> Screening is the act of trying to prevent the opponents from seeing the server, or the flight
path of the ball. It is considered “screening” when players of the serving team jump, wave
their arms or move sideways during the execution of the service.
> The service goes out.

Note: If there is a service error before the ball is in play (improper execution, wrong rotational
order, etc.) and the opponent is out of position, the service error is sanctioned.

However, if the execution of the service has been correct, but the service subsequently becomes
faulty (goes out, goes over a screen, etc.), the opponents’ positional error is sanctioned.

2.3 RALLY POINTS


2.3.1 BALL “IN” AND BALL “OUT”

FIGURE 9 - BALL “IN” REFEREE (L.) & LINE JUDGE (R.)

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FIGURE 10 - BALL “OUT” REFEREE (L.) & LINE JUDGE (R.)

When the ball touches the floor of the playing court including the boundary lines, the ball is “in”.

The ball is “out” when the ball contacts the floor completely outside the boundary lines.

2.3.2 ATTACK HIT/KILL


All hits that direct the ball towards the opponents are considered “attack hits”, except for blocks
and service hits.

A “kill” is any kind of attack hit by any player (including the back-row hitters or the setter) that
directly leads to a point. This includes:
> The ball touching the court on the opponent’s side directly after an attack hit.
> The opponent team touching, but not being able to return the ball as a direct result of the
attack hit.
> Blocking errors of the opposing team.

2.3.3 ATTACK HIT ERRORS


A team commits an attack hit error when:
> A player hits the ball within the playing space of the opposing team.
> A player hits the ball "out".
> A back-row player completes an attack hit in the front zone, the ball being entirely higher than
the top of the net.
> A player completes an attack hit directly after the opponents' service and the ball is entirely
above the top of the net.
> A libero completes an attack hit and the ball is completely above the top of the net while
hitting.
> A player completes an attack hit following an overhead finger pass by the Libero from within
the front zone.

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FIGURE 11 - ATTACK HIT ERROR

2.3.4 PLAYING THE BALL ERRORS


If any of the following errors is committed, the opposing team will be awarded a point and has the
right to serve next:
> The ball touches an object outside the court, such as the ceiling, or a person not playing.
> The ball touches the antenna, ropes, posts or the net itself outside the side bands.
> The ball crosses completely through lower space under the net.
> Four hits
A team hits the ball for the fourth time.

FIGURE 12 - FOUR HITS

> Catch
The ball is caught and/or thrown. It does not rebound from the hit.

FIGURE 13 - CATCH

> Double contact


The same player hits the ball twice in a row, or the ball consecutively touches different parts of
his/her body.

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FIGURE 14 - DOUBLE CONTACT

> Assisted hit


A player uses the support of a team-mate or any structure/object to hit the ball within the
playing area.

2.3.5 BLOCK
Blocking is the attempt to prevent the ball from being hit across the net from the opponent by
reaching higher than the top of the net.

Only front-row players are permitted to complete a block.

When blocking, the player may reach beyond the net into the other half, but only if this does not
interfere with the opponent´s play. It is not allowed to touch the ball beyond the net before an
attack hit has been made.

A block is not counted as a team hit and therefore the blocking team may play the ball three more
times afterwards. Also, the first hit after the block may be executed by any player, even the one
who touched the ball during the block.

It is forbidden to block an opponent´s service.

2.3.6 BLOCKING ERRORS


The following actions are considered blocking errors:
> The blocker touches the ball in the opponent´s space either before or simultaneously with the
opponent´s attack hit.
> A back-row player or a libero completes a block or participates in a completed block.
> Blocking the opponent’s service.
> The ball goes out after the block.
> Blocking the ball in the opponent´s space from outside the antenna.
> A libero attempts an individual or collective block.

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FIGURE 15 - BLOCKING ERROR

Blocking errors are counted as a “kill” for the other team, except for blocking the opponent’s
service.

2.3.7 PLAYER AT THE NET


> Player reaching beyond the net
Players may reach beyond the net both when attempting a block and after having made an
attack hit, provided that he/she does not interfere with the opponent's play. The attack hit
itself must be executed within his/her team’s playing space.

FIGURE 16 - REACHING BEYOND THE NET

> Penetration under the net


The players may penetrate into the opponent’s space with any part of his/her body above the
feet, given that this does not impede the opponent’s play. However, it is forbidden to cross the
centre line with the entire foot.

FIGURE 17 - PENETRATION INTO OPPONENT COURT/BALL CROSSING LOWER SPACE

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> Contact with the net
Touching the net or an antenna is not an error, unless it interferes with the play.

FIGURE 18 - NET TOUCHED BY PLAYER/BALL FAILS TO PASS THROUGH CROSSING SPACE

2.4 MISCONDUCT
2.4.1 MISCONDUCT LEADING TO SANCTIONS
Incorrect behaviour towards officials, opponents, teammates or spectators is categorised into the
following three types.
TERM DESCRIPTION
An action contrary to good manners or moral principles, or any action expressing
Rude conduct
contempt
Offensive conduct Defamatory or insulting words or gestures
Aggression Actual physical attack or aggressive or threatening behaviour
TABLE 3 - TYPES OF MISCONDUCT

The referee judges the seriousness of the offence and may apply the following sanctions to the
offending team.
TERM SIGN DESCRIPTION

Penalty Red card

Expulsion Yellow and red card (held in one hand)

Disqualification Yellow and red card (held separately)

TABLE 4 - SANCTIONS AND CORRESPONDING SIGNS

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Additionally, the referee may issue warnings verbally or by hand signal, including showing a yellow
card, for minor misconduct.

Note: If the misconduct occurs before the game or in between sets, it is sanctioned according to
the rules and the sanction applies in the following set.

2.4.2 PENALTY
The first rude conduct in the match by any team member is sanctioned with a point and service to
the opponent.

2.4.3 EXPULSION
The first offensive conduct by a team member is sanctioned by expulsion with no other
consequences.

The second rude conduct in the same match, by the same team member is sanctioned by
expulsion with no other consequences.

A team member who is sanctioned by expulsion must not play for the rest of the set and must
remain seated in the penalty area with no other consequences. The player may be substituted, but
if no substitution is possible, the set ends.

2.4.4 DISQUALIFICATION
A team member who is disqualified must not play for the rest of the match without other
consequences. The player may be substituted, but if no substitution is possible, the set ends.

The first physical attack or implied or threatened aggression is sanctioned by disqualification with
no other consequences.

The second offensive conduct in the same match by the same team member is sanctioned by
disqualification with no other consequences.

The third rude conduct in the same match by the same team member is sanctioned by
disqualification with no other consequences.

2.4.5 APPLICATION OF MISCONDUCT SANCTIONS


All misconduct sanctions are individual sanctions, remain in force for the entire match and are
recorded on the score sheet.

The repetition of misconduct by the same team member in the same match is sanctioned
progressively (the team member receives a heavier sanction for each successive offence).

Expulsion or disqualification due to offensive conduct or aggression does not require a previous
sanction.

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2.5 REGULAR GAME INTERRUPTIONS
An interruption is the time in between a completed rally and the referee’s whistle for the next
service. Time-outs and substitutions are considered “regular interruptions”.

2.5.1 TIME-OUTS AND TECHNICAL TIME-OUTS


All time-outs requested by either team last for 30 seconds. Each team may call two time-outs in
every set.

In FIVB official competitions there are two additional 60-second time-outs in the first four sets.
Technical time-outs are applied automatically when the leading team reaches 8 and 16 points
respectively. In the deciding (5th) set there are no technical time-outs.
In NCAA games, there may be “media time-outs” when the first team reaches 15 points in sets 1-4,
or 8 points in the 5th set respectively.

All players must go to the free zone near their bench during the time-outs.

FIGURE 19 - TIME-OUT & INDICATING WHICH TEAM REQUESTED

2.5.2 SUBSTITUTION OF PLAYERS


Each team is permitted six substitutions per set, but replacements involving the libero do not
count. One or more players may be replaced at the same time. The referee’s authorisation is
required before the substitution. A player of the starting line-up may re-enter the game after
having been substituted, but only once during a set and he/she must return to his/her original
position in the line-up.

If a player needs to be substituted because of injury or illness, but the team has run out of
substitutions, the team is entitled to make an exceptional substitution. A player leaving the game
in an exceptional substitution may not re-enter later.

FIGURE 20 - SUBSTITUTION

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2.5.3 SEQUENCE OF INTERRUPTIONS
A team may request one or two time-outs and a player substitution during the same interruption
with no need to resume the game. However, a team must not request more than one substitution
in the same game interruption.

2.6 GAME DELAYS


2.6.1 TYPES OF DELAYS
Any behaviour that prevents the continuation of the game is considered delaying the game and
may be sanctioned. These actions include:
> Delaying a substitution
> Extending game interruptions, although having been told to continue the game
> Requesting a substitution that would be illegal
> Repeating an inappropriate request

2.6.2 DELAY SANCTIONS


> The first delay in the game by a team is sanctioned with a “delay warning”.
> The second and all subsequent delays of any type by any member of the same team in the
same game are considered errors and are sanctioned with a "delay penalty", a point and service
to the opponent.
Delay sanctions remain active throughout the entire match.
TERM SIGN DESCRIPTION

Delay Warning Pointing at the wrist with the yellow card

Delay Penalty Pointing at the wrist with the red card

TABLE 5 - DELAY SANCTIONS

2.7 CHANGE OF COURTS


The teams change sides after each set. In case a fifth set is played, they change during the set after
the first team has reached 8 points.

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FIGURE 21 - CHANGE OF COURTS

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3 BEFORE THE GAME
This chapter gives instructions about what to do before a game and how to start it.

3.1 MOBILE CLIENT VERSION CHECK


Having the latest version of the Mobile Client installed on the PDA is of the utmost importance.
Whenever the software on the Mobile Client is opened, the software version is checked
automatically. When a new version is available, a pop-up including the version number appears.

FIGURE 22 - VERSION CHECK, NEW SOFTWARE AVAILABLE

Please make sure to perform the update well in advance before your next game.

In case the deadline for updating the software version has already expired, a pop-up informs you
that you are not permitted to cover games until you have installed the new version. Moreover,
you will not be able to log in.

FIGURE 23 - VERSION CHECK, OUTDATED VERSION

Should you realise that the software version on your PDA is outdated only at the venue on
matchday, the game will either be cancelled (which would be considered an illegitimate
cancellation for the Scout) or covered via phone. In case the coverage is changed to a Phone
Game, the respective Quality Assurance Measure will be applied.

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Important: Make sure to check the software version of the Mobile Client on a regular basis.
Especially, when you have not covered games for a while, it is important that the check is
performed well in advance.

Note: You are able to open the Mobile Client to perform the update. However, in case of an
outdated software version, you cannot log in to cover games.

3.2 GETTING STARTED


Make sure that you use the latest version of the Mobile Client which has been approved by Field
Operations to avoid that Quality Assurance Measures are being applied.

FIGURE 24 - MOBILE CLIENT ICON

Select the Mobile Client icon on the screen to start the Mobile Client.

Note: Please wait until the SD card of the PDA is initialised, before starting the Mobile Client.

Having opened the software, a reminder that asks you to enable GPS appears.

Note: The reminder will not appear if GPS was already enabled when you opened the Mobile
Client.

FIGURE 25 - ENABLE GPS REMINDER

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FIGURE 26 - GPS ACTIVATED

By clicking on Enable GPS, the Settings menu of your PDA is opened where you must activate GPS.
After doing this, switch back to the Mobile Client where the Login tab will be opened.

Clicking on the Keep disabled button will direct you to the Login tab immediately. Use this option
in case there may be a risk of delaying the game start.

Once you are in the Login tab, you must enter your login information.

FIGURE 27 - LOGIN TAB

Use the onscreen keyboard to enter your Username and the Password you have received from the
company.

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FIGURE 28 - LOGIN TAB – ONSCREEN KEYBOARD

Important: Keep your password safe and do not share it with any third party!

Note: The software remembers successful logins, so you must enter the Username only the first
time. The next time you start the client it will be pre-entered.

After a successful login, the Match tab (see chapter 3.3 OPENING A GAME) is displayed when the
connection is established.

Important: While you are online, do not put the PDA in your pocket or in a bag. You might
accidently send commands, in the worst case start the game.

After an unsuccessful login, an error message will appear.

3.3 OPENING A GAME


To open a game, select it from the list and press Open Game. Make sure to select the correct
game. By opening the game, all subsequent entries are associated with that game.

Important: Be careful not to open a wrong game to avoid Error Points for the wrongly opened
game.

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FIGURE 29 - SELECT GAME

If your game is not displayed in the list, try Load Game List to refresh the list of games. If your
game is still not displayed, call the Scout Hotline.

In case you select a game from the list, which is not the next game on your schedule, a warning
pops up. You are asked if you really want to continue. Check the fixture again to make sure you
have selected the correct game.

FIGURE 30 - NEXT SCHEDULED GAME WARNING

Once you have opened the game you can send In Position or use Support Messages and the Late
Arrival button to communicate with the Supporter.

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FIGURE 31 - MATCH TAB BEFORE SENDING IN POSITION

Important: Be careful to send In Position for the correct game!

3.4 ARRIVAL AT THE VENUE & PRE-GAME COMMUNICATION


This chapter explains the procedures and rules concerning the arrival at the venue. It also gives
instructions about how to react in case any problems occur on matchdays before the Scout is in
his/her reporting position.

3.4.1 IN POSITION

You must be in your reporting position (i.e. usually your seat, or the place where you will stay
throughout the game) no later than 30 minutes before the scheduled game start time. As soon as
you are in your reporting position, log in to the Mobile Client, open the correct game and send In
Position to let the Supporter know that you are there. Sending the event is the confirmation that
you are in your reporting position and it is strictly forbidden to do so anywhere else, no matter
what happens.

Important: If you send In Position from outside the venue, it is regarded as a cheating attempt!

Note: Make sure to send In Position for the correct game to avoid Error Points.

The reason why Scouts need to be in their reporting position 30 minutes before the game is that it
helps the company to test the connection, allows us to react to unforeseen changes or problems
on time, and makes sure the Scouts have enough time to prepare for the game properly and start
the game without being stressed.

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Note: The support must be informed if it is not possible to be in the reporting position in time, or if
there are connection problems. Late Arrival (see chapter 2.4.2 LATE ARRIVAL) must be sent or the
Scout Hotline must be called.

Note: If In Position is not sent or if the Scout is not online during Online Being Time and he/she is
not reachable either, we will assume that the Scout is not at the venue. This will most likely lead to
a cancellation due to risk management reasons.

Be reachable starting from 60 minutes before the game start.

After pressing In Position, a pop-up will ask you to confirm the event. Press Yes if you really are in
your reporting position or No to cancel sending the event.

FIGURE 32 - IN POSITION CONFIRMATION POP-UP

If you have connection problems when logging in to the Mobile Client and trying to send In
Position, try to solve them yourself first (see chapter 6.2 HANDLING CONNECTION PROBLEMS),
provided that you are not in a hurry. If the problems persist or if you risk missing the deadline, call
the Scout Hotline (see chapter 7.1.2 SCOUT HOTLINE).

In case there is a disconnection shortly after you have sent In Position, log back in and check if the
event was sent (see chapter; if the event was sent, “Scou” is displayed in the picture counter/last
events line), or call the Scout Hotline if you cannot log in or risk missing the 30 minute deadline.

Important: Once In Position has been sent, the company takes it for granted that you are in your
reporting position and will stay there throughout the entire game. If - and only if – an unexpected
happening urges you to leave the venue, the Supporter must be contacted to confirm that. If you
leave the venue after having sent In Position without such a confirmation, it is regarded as a
cheating attempt. It is also forbidden to stay online with the PDA when leaving and report the
game your seat/stand at the venue.

Important: If you must leave your position after sending In Position and before the Online Being
Time, you must log out of the software. Never be online when you are not at your seat. When
pressing the Home button on your PDA, the Supporter will not see you going offline! Always log
out when you want to go offline.

After sending In Position, you need toto enter attendance and to send Pre-Game Events.

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Note: Only after you have defined the jersey colours, you can start the game/period.

FIGURE 33 - MATCH TAB AFTER SENDING IN POSITION

3.4.2 LATE ARRIVAL

If you realise that you will not be in your reporting position on time 30 minutes before the game
start, log in to the Mobile Client, open the correct game and press the Late Arrival button to
inform the Supporter about the delay.

FIGURE 34 - LATE ARRIVAL DIALOGUE

First select the reason for the delay from the drop-down list.

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FIGURE 35 - LATE ARRIVAL REASONS

Then, press the Delay estimation input field to enter the estimated delay in minutes, referring to
the time 30 minutes before the scheduled game start time. Use the number buttons to enter the
number of minutes you expect to be late. Then press Confirm to apply the selected number and to
return to the Late Arrival dialogue.

FIGURE 36 - DELAY ESTIMATION WINDOW

Important: Always make sure to leave home/work early enough to be at the venue for sending In
Position on time. Do not rely on the possibility to use the Delay Estimation window!

Try to guess the expected delay as accurately as possible. If you are not sure, make a conservative
estimate, i.e. in case you think you will be 5 to 10 minutes late, enter 10. Remember to calculate
possible additional delays. For example, if you are late because of a problem with public transport
and you do not have a ticket yet, consider that there may also be queues outside the venue.

After entering the estimated delay, answer the question whether or not you expect to be late for
the game start. No is selected by default. In case there is a chance that you may be late for the
game start too, or if you are not sure, press Yes. For further information about the procedures in
case you are really late for the game start see chapter 3.11.2 GAME START MISSED – LATE
ARRIVAL.

FIGURE 37 - LATE FOR GAME START QUERY

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Important: The number of minutes entered in the Delay Estimation window always refers to the
time 30 minutes before the scheduled game start! If you expect to be 5 minutes late for the game
start, you must enter 35 minutes and switch to Yes to indicate that you will be late for the game
start too.

Finally, press Confirm in the Late Arrival dialogue to send the information about your late arrival to
the Supporter. Remember to log out of the Mobile Client afterwards in order not to risk sending In
Position unintentionally.

Expect to be called by the Supporter, especially if there is a bigger delay and there is a chance that
the game start may be missed.

Important: In the event that after having sent information about a late arrival an additional
problem occurs that causes an even bigger delay, repeat the whole procedure and update the
estimated delay. However, there is no need to send the information again if the delay is smaller
than originally expected.

3.4.3 SENDING SUPPORT MESSAGES


Support Messages may be used to inform the Supporter about all sorts of problems regarding the
game. If anything happens on matchday that the Supporter should know about before you get to
the venue, you may log in to the Mobile Client, open the correct game and send a Support
Message.
> Predefined messages

To send a predefined Support Message, select it from the list, press Apply and then Yes in the
following confirmation window. In case you have problems with your mobile phone, try to
organise a substitute before the start of the game.

FIGURE 38 - PREDEFINED SUPPORT MESSAGES

> Free text messages


If none of the predefined messages applies and you need to inform the Supporter about
something, press Send Support Message. Enter your message and press Confirm to send it.

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FIGURE 39 - FREE TEXT SUPPORT MESSAGE

Important: Free text Support Messages must be written in English!

Note: Free text Support Messages are limited to 90 characters.

After sending a Support Message, the Supporter will contact you to confirm that the information
was received. If you are not contacted within 5 minutes after sending a Support Message, call the
Scout Hotline.

Alternatively, you may also send Contact Me directly instead of a Support Message if the matter is
too complex and you need to talk to a Supporter on the phone (see also chapters 4.19.3 CONTACT
ME and 7.1.3 CONTACT ME BUTTON & SUPPORT REQUESTS).

Note: If you use the Contact Me button before the game and you are not called back within 5
minutes, call the Scout Hotline. If you send Contact Me after you have sent In Position, do not call
the Scout Hotline.

In general, you should log out of the Mobile Client after sending a Support Message or Contact Me
before the game to avoid sending In Position by mistake. However, if you are already on the way
to the venue and you have problems with your mobile phone (forgotten, lost or empty battery),
you will receive a Scout Message (see chapter 4.16 RECEIVING SCOUT MESSAGES & SCOUT
REMINDERS) as an answer, so stay online until you have an answer.

Note: If you cannot organise a substitute mobile phone before the game start and are therefore
not reachable, the game will be cancelled.

3.5 ENTERING GAME CONDITIONS

Enter the attendance after you have sent In Position. In any case, the attendance must be defined
before the game start. Otherwise, the Game Conditions are considered missing which results in
Error Points. The attendance must be updated if there is any change before the start.

Choose the correct number of visitors in the drop-down menu and press Apply to send it. Then a
pop-up window confirms the change of the Game Conditions.

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FIGURE 40 - ENTERING ATTENDANCE

ATTENDANCE DESCRIPTION
Undefined Undefined is displayed before you have entered the attendance.
The number of spectators is small (less than 25%) compared to the capacity of the
Small
venue.
The number of spectators is medium (between 25% and 75%) compared to the
Medium
capacity of the venue.
Full The venue is full (more than 75%).
Without fans The match is played behind closed doors. No spectators are admitted.
TABLE 6 - ATTENDANCE OPTIONS

After sending the attendance, send the Players warming up Pre-game Event in case the players are
already warming up on the court (see also chapter 3.7 SENDING PRE-GAME EVENTS).

Note: If the Game Conditions change during the game, you must come back to the Match tab and
apply the new values.

3.6 ONLINE BEING TIME


15 minutes before the scheduled game start time you must go online and stay online. This time is
called Online Being Time.

During the Online Being Time, you must be in your reporting position and stay there, so finish all
other business before (restroom, drinks, food etc.).

Important: Carefully monitor whether you stay online during this time. If you get disconnected
and are not contacted within one minute, call the Scout Hotline.

During this time, you will also enter the Pre-Game Events.

The Online Being Time helps us to check if the connection is stable, enables us to react to

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problems, and to start the game immediately in case there are unforeseen changes (e.g. the game
starts earlier). It also makes sure that you are focused on the events on the court and start the
game calmly.

Start the game with a Supporter on the phone if the connection is not stable or if there is a
disconnection shortly before the game start.

3.7 SENDING PRE-GAME EVENTS

It is important to enter every Pre-Game Event as soon as it happens. If you do not see a certain
Pre-Game Event happening, do not enter it.

After you have picked the respective PGE in the drop-down menu, press Apply. In case you
accidentally send a Pre-Game Event, you can cancel it by pressing the Cancel Last button in the
Control tab (see also chapter 4.10 CANCEL LAST).

Missing PGEs might result in complaints from customers, which would naturally affect the
reputation of the company. Therefore, they should not be taken lightly.
ATTENDANCE DESCRIPTION
Players are warming up or stretching (about 60 – 15 minutes before a game starts)
Players warming up Note: Send Players warming up after having sent In Position and the attendance if you
see players warming up.
The referee flips the coin to decide which team may choose the right to serve or
Coin flipping
receive/the side of the court.
Warm-up at the net The official warm-up session starts and the teams hit balls across the net.
Prize giving ceremony Someone is awarded with a prize.
National anthem singing The national anthem(s) is/are played.
Players intro The players are introduced by the announcer.
Players lined up The players are lined up.
Minute of silence There is a minute of silence.
Shake hands All players shake hands along the net.
All players have taken their positions and the second referee checks if all the players
Game about to start are positioned according to the line-up sheets.
Important: This event must be sent before the start of every set.
TABLE 7 - PRE-GAME EVENTS

Important: In case of a disconnection at the beginning of a period, you must not enter any missed
PGEs to avoid further delay on the start of the period.

Note: When you have already entered a Pre-Game Event and you know that the next possible PGE
will not occur very soon, make sure that you move back to the Login tab during the Online Being
Time. This helps you to avoid wrong clicks (starting a game too early etc.).

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3.8 JERSEY COLOURS

You need to send/enter the jersey colours of both teams before each game. Whenever you see
the jerseys that the players will be wearing during the game, you can press the Jersey Colours
button in the Match tab and select the appropriate colours for both teams. Be aware that the
players often use different jerseys during the warm-up. If the jersey colours are changed later
during the game (e.g. period break) the Scout must update them and send Contact Me.

Once you are in the Jersey Colours screen, press Home Team/Away Team and then New for each
team. In the drop-down menu that appears, you can determine whether the jerseys are plain (one
colour), or multicoloured.

FIGURE 41 - EDIT JERSEY COLOURS

If you press the different parts of the kit, the Colour Picker dialogue box will open. The jersey is
divided into two parts if Multicolour is selected.

FIGURE 42 - COLOUR PICKER DIALOGUE BOX

Choose the colour that comes closest to the respective part of the kit. The pop-up will then close
and you can continue entering the colours of the other parts.

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Note: It is only possible to enter two colours for the jerseys (if you select Multicolour) and one
colour each for the shorts and socks. In case the actual playing kits feature more colours, enter the
main ones.

Note: In case that a team wears multi-coloured jerseys, enter the more prominent colour in the
left part of the jersey.

After choosing the colours for both teams, press Ok and another pop-up will open displaying the
selection.

FIGURE 43 - CONFIRMATION OF SELECTED COLOURS

Press Confirm to send the jersey colours or Back if you want to change the selection.

The jersey colours that you enter will be compared to the respective database entries for the
teams on the OWS. In case you enter jersey colours that do not match any of the kits stored for a
specific team, a pop-up will warn you about the mismatch. Please be aware that the initially
entered jersey colours may be correct, although they differ from the database entries. However,
press Ok, then check the jersey colours again and make sure that they are entered correctly. You
may also press the Show Database Entries button to check the kits stored in the database (see
FIGURE 44 - JERSEY COLOURS MISMATCH WARNING). The information which is then provided can
also help you to identify the teams and the jersey colours correctly. If you have any doubts, send
Contact Me to get help from the Supporter.

FIGURE 44 - JERSEY COLOURS MISMATCH WARNING

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FIGURE 45 - JERSEY COLOURS DATABASE ENTRIES

If the jersey colours have not been entered 15 minutes before the official game start, a reminder
will appear (see FIGURE 46 - 15-MINUTE JERSEY COLOUR REMINDER). If possible, enter the jersey
colours when you receive this reminder by pressing Remove Reminder and following the
procedure described above. If you have not managed to identify the jersey colours by then, keep
on trying.

FIGURE 46 - 15-MINUTE JERSEY COLOUR REMINDER

When the second reminder (see FIGURE 47 - 5-MINUTE JERSEY COLOUR REMINDER) is triggered
five minutes prior to the game start, expect a call from the Supporter. If you are still struggling to
identify the jersey colours at this point, he/she will assist you in this.

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FIGURE 47 - 5-MINUTE JERSEY COLOUR REMINDER

Important: The jersey colours must be entered before the game start. You will not be able to start
the game if you have not entered the jersey colours. As FIGURE 48 - GAME START BLOCKED shows,
the Select Team to Serve button is blocked if they are missing.

FIGURE 48 - GAME START BLOCKED

Important: Do not start the game if there is any uncertainty concerning which team is which.

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3.9 THE START DELAYED MESSAGE

The Start Delayed message will be sent automatically when the game has not started at the
scheduled game start time. However, as this message is crucial for many customers, you should
send it proactively if you find out that the game will start with a delay.

To send the message, press Start Delayed in the Other tab. Then a confirmation window will pop
up.

FIGURE 49 - DELAY MESSAGE CONFIRMATION

Press Yes to confirm or No to cancel sending the message.

Send Contact Me (see chapter 4.18.1 CONTACT ME & SUPPORT REQUESTS) if you have additional
information about the nature of the delay or about how long it will last (e.g. if there is an official
delay announcement).

3.10 STARTING A GAME/SET

Important: The game may only be started when you are in your reporting position. Starting the
game from outside the venue is considered a cheating attempt.

Make sure you start every set as soon as the referee blows the whistle before the 1st service of
the set.

Before the game can be started, you must define which team has the first service. There are the
following options:
> Select the team in the Unknown drop-down menu and confirm with Apply.
> Press Select Team to Serve and select the team in the pop-up that opens and press Apply for
confirmation.

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FIGURE 50 - SELECT TEAM TO SERVE OPTIONS

FIGURE 51 - TEAM SELECTION DROP-DOWN MENU

FIGURE 52 - TEAM SELECTION POP-UP

Press Service 1 if the home team starts or Service 2 for the away team.

Service Unknown should only be used in exceptional situations, for example if you missed the first
points of a game because of being late. If you press Cancel, you are directed back to the Match
tab.

As soon as the serving team has been confirmed, the Select Team to Serve button changes to the
Start 1st Set button.

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FIGURE 53 - START 1ST SET BUTTON

FIGURE 54 - SERVICE WINDOW

Pressing Start 1st Set, starts the game clock. The button should be pressed as soon as the player
tosses/releases the ball or starts running for a jump service. After that, you need to define the
outcome of the service in the Service window (see FIGURE 61 - SERVICE WINDOW).

Note: The game clock will automatically start to run when you press Start 1st Set.

If you accidentally start the game, click Cancel in the Service window and Cancel Last in the Control
tab. The start of the game will then be cancelled, and you will be taken back to the Match tab.

Important: Do NOT start the game if you are not sure which team is the home and which is the
away team. Identifying the teams correctly has a higher priority than sending any commands.
Whenever during the game, the teams are mixed-up for more than 5 consecutive minutes, Error
Points will be added and it could lead to more serious consequences.

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3.11 LATE START OF A GAME/SET
This chapter explains the correct procedures and rules to follow in case the start of the game or a
set cannot be sent the moment it takes place for any reason.

3.11.1 SET START MISSED – DISCONNECTION


It may happen that the start of a set cannot be sent on time because of a disconnection shortly
before the first service. Normally, a Supporter calls the Scout in such situations, so the Scout
should only call the Scout Hotline in case he/she is not contacted within one minute after the
disconnection occurred.

If a Supporter calls before the set starts, the events on the court (including the start of the set)
must be reported on the phone as they happen. Once the Scout manages to reconnect, the game
is handed over as described in chapter 8.1.1 HANDOVER.

However, in case the Supporter does not call before the start of the set and you are still not online
to send the events, it is very important to observe the game and to write down all important
events (points and sanctions; see also chapter 7.2.4 COMMUNICATION DURING
DISCONNECTIONS).

The next steps depend on whether or not you manage to recover the connection before a
Supporter calls you on the phone.
> Procedure if the Supporter calls
As soon as you are contacted/called back, inform the Supporter about the jersey colours of
both teams. Afterwards, mention that the game has started and report the current score. Then
mention the missed points in the correct order and finally add other sanctions in case there
were any. After that, keep giving commands over the phone until you are logged in and the
Supporter tells you to take over. For an example see chapter 7.2.2 REPORTING A MISSED SET
START.
> Procedure if the connection is re-established first
If you manage to log in before a Supporter calls you, enter the respective jersey colours for
both teams should they not have been defined by this point and start the game. Do not waste
time entering missed Pre-Game-Events or Game Conditions even if they have not been sent
previously. In case any Category 1 or Category 2 events were missed, switch back to the Match
tab and press Open Game. Then press Incorrect in the Statistics Confirmation window and enter
all missed events in the correct order as described in chapter 4.12.2 STATISTICS Incorrect. After
that, send Contact Me to explain everything to the Supporter.

If no important events were missed and you recover the connection before the first point is
made, send Contact Me only to mention the delay on the start of the set.

Either way, continue sending the events that happen on the court. If necessary, send the Game
Conditions as soon as you have time during an appropriate situation.

See chapter 5.1.1 DISCONNECTION BEFORE SET START for an example.

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3.11.2 GAME START MISSED – LATE ARRIVAL
If the Scout is late for the game start and the game is already running when he/she arrives at the
reporting position, the first task is to send In Position, to enter the jersey colours for both teams,
to start the game and to adjust the scores.

Do not waste time entering the Game Conditions!

Important: The Supporter must be informed about a late arrival beforehand! See also chapter
3.4.2 LATE ARRIVAL.

If the Supporter is informed that you are late for the game start, it is enough to send In Position
once you get there and you can focus on finding out what has happened since the game start.

If you do not know which team had the first service, select Unknown. After the jersey colours have
been defined and the correctness of the teams has been confirmed, start the game by pressing
Start 1st Set.

Then switch back to the Match tab and press Open Game and then Incorrect in the Statistics
Confirmation window.

Make sure the information is correct. First adjust the point score. Unfortunately, you will not know
the correct order and how the point was achieved. Try to find out if any sanctions were missed
and send them if there were any.

Afterwards, confirm the scores by pressing Confirmed in the Statistics Confirmation window. There
is no need to send Contact Me unless you really need assistance to find out about missed events
or if you have additional information.

Note: If you cannot confirm the score, do not press Confirmed. Send Contact Me and tell your
Supporter about the problem.

In case of a late arrival, you must enter the Game Conditions within 5 minutes after you started
the game to avoid Error Points.

See CHAPTER 5.1.2 LATE ARRIVAL for an example.

In general, the game should be started by the Scout on the PDA in case he/she is late for the game.
The reason is that it may be difficult to find out about missed events while talking to a Supporter
on the phone. However, if you are on the phone with a Supporter while arriving at the venue, you
may of course report everything on the phone and take over as soon as the scores have been
adjusted and confirmed. When you open a game that has already been started by a Supporter the
Statistics Confirmation window is displayed and the game can be handed over as described in
chapter 8.1.1 HANDOVER.

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3.12 PICTURE TAKING

To prove the correctness of the fixture and the full-time score, the Scouts are required to take two
pictures with the Mobile Client for every game (except for TV Games).

Important: Generally, only pictures taken with the Mobile Client will be accepted as proof! The
camera app of the PDA may only be used in case of disconnections. However, you must always try
to regain the connection and take the photos with the Mobile Client.

Note: Only in exceptional cases when it was not possible to take the pictures with the PDA, the
Scout may use a personal phone as a last resort. In such a case, all pictures must be provided to
QA as proof together with a reasonable explanation why the PDA could not be used.

If parts of a game were covered over the phone for any other reasons than connection issues, the
Scout must log in to the Mobile Client and take the pictures or alternatively use a private phone.

> The first picture must show at least one player of each team in their respective jerseys.
The picture showing the players wearing their jerseys can be taken at any time before, during
or after the game. Ideally, it is taken while the Pre-Game Events are in progress (between
Players are warming up and Game about to start). Alternatively, it can be taken right at the end
of a set, before the players leave the court or when the players come back onto the court for
the next set. It is also possible to take a picture during the game (e.g. during an injury break or a
period break).

Important: Make sure that you do not miss any other event while taking the picture. If it is too
stressful before the game and you might delay sending the start, do not take a picture but wait for
the next adequate situation (e.g. injury break or period break).

> The second picture must show the scoreboard with the full-time score displayed or the score
shown at the time the match was suspended.
This picture must be taken after the game no matter if it ended regularly or if it was
abandoned. If there is a scoreboard at the venue but it is not used, is broken or already turned
off after the game, a picture of the scoreboard must be taken nevertheless. If there is no
scoreboard at the venue, there is no need to take a picture. However, you must press No
Scoreboard (see FIGURE 54 - SERVICE WINDOW) to avoid Error Points.

Note: If possible, you should take a picture of the scoreboard after every period.

To take the picture, press Take Picture in the Match tab.

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FIGURE 55 - TAKE PICTURE BUTTON IN THE MATCH TAB

A window appears showing a preview of the picture that you are going to take. Press Take Picture
when the above-mentioned criteria are met.

FIGURE 56 - PICTURE PREVIEW

Afterwards, you can check if the picture complies with the criteria in the Save Picture window. If it
meets the requirements, press Confirm to save the picture.

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FIGURE 57 - CONFIRM SAVING THE PICTURE

In case you press Close in the Take Picture window or Cancel in the Save Picture window, a
warning pop-up appears. By pressing Yes, you confirm that you want to close the respective
window without taking/saving the picture and without sending No Scoreboard. If you click No in
the warning pop-up for the Take Picture window, you have the possibility to take the picture
again. If you click No in the warning pop-up for the Save Picture window, there is the option to
save the picture by pressing Confirm.

FIGURE 58 - WARNING POP-UPS

After confirming the final score in the Statistics Confirmation window, the Take Picture window is
opened automatically which enables you to take the picture of the full-time score on the
scoreboard. If no scoreboard is at the venue, press No Scoreboard. To close the window, press
Close.

Important: Sending No Scoreboard when there is actually one will be considered as a cheating
attempt. If you press the button by mistake, make sure to take a picture of the full-time score
nevertheless and send Contact Me.

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Important: If the game was abandoned and therefore stopped by the Supporter, the Take Picture
window does NOT open automatically. Nevertheless, do not forget to take the picture of the
scoreboard at the time the game was abandoned.

Important: Make sure that the pictures comply with the criteria!
1st Picture: Shows at least 1 player of each team wearing their match jerseys.
2nd Picture: Shows the scoreboard displaying the full-time score.

Note: Please be aware that two separate pictures must be taken. It is not sufficient to provide
only one picture showing at least 1 player of each team wearing their match jerseys and the
scoreboard with the fulltime score.

The pictures must be stored on your PDA for at least four weeks. Upon request from Quality
Assurance – Fast Data or the Integrity Operations – Fast Data, the picture(s) has/must be uploaded
to the OWS or sent via email to qualityassurance@rball.com.

Important: It is forbidden to use the camera of the PDA for any private purpose!

Note: Please inform the Supporter in case of technical problems that make it impossible for you to
take the required pictures with the Mobile Client.

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4 DURING THE GAME
This chapter describes every event that can occur during the game that is from the first service
until the end of the game.

FIGURE 59 - DURING THE GAME – CONTROL TAB

The figure above shows the Control tab of the Mobile Client during a game.
On top of the screen you can find the 4 main tabs:
> Login (see FIGURE 27 - LOGIN TAB)
> Match (see FIGURE 33 - MATCH TAB AFTER SENDING IN POSITION)
> Control
> Other (see FIGURE 81 - OTHER TAB)
Additionally, some features of the software can be accessed by pressing the Options button of the
PDA (see chapter 4.19 EXTRA MENU).

Below, with red background colour, you can find the status line, which shows the current game
period, the overall game time, the sets won by the teams, the current score of the running set as
well as the penalty, expulsion and disqualification score.

The second line with red background colour is the picture counter/last events line that displays the
number of pictures that have been taken and the events you have sent last.

4.1 EVENT CATEGORIES


There are 3 categories of events.

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EVENT CATEGORY DESCRIPTION
These events are the most important. They must be entered without any delay.
>Points
Category 1
>Game/Set Start
>Game/Set Stop
>Penalties
Category 2 >Expulsions
>Disqualifications
>Services
>Scoring Method
Category 3
>Time-outs
>All other events
TABLE 8 - EVENT CATEGORIES

Important: Confirming any event, that did not actually take place highly reduces the quality of our
data. After the event has been sent in real time, it must be made sure that it is correct before it is
confirmed. If it is not correct, it must be cancelled immediately!

4.2 STATUS LINE & PICTURE COUNTER/LAST EVENTS LINE

FIGURE 60 - STATUS LINE & LAST EVENTS

STATUS LINE ELEMENT DESCRIPTION


NST = not started
S1 = 1st set
S2 = 2nd set
S3 = 3rd set
Game period
S4 = 4th set
S5 = 5th set
GS = Golden Set (decisive set in a cup competition)
SBR = Set break; interval between the sets
Game clock The current total playing time, not counting the intervals.
Set score The current set score of the game.
Points The current point score within the set.
Penalties The current penalty score.
Expulsions The current expulsion score.
Disqualifications The current disqualification score.
TABLE 9 - STATUS LINE ELEMENTS

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Note: Compare your statistics with the official statistics on the scoreboard regularly to make sure
that the events you have entered are correct.

Important: Only compare statistics between two points. Never try to do so during a rally.

In the picture counter/last events line, the picture counter (P: #) indicates the number of pictures
that have already been taken (e.g. P: 2). As long as the number is 0, P:0 will blink. The remaining
part of this line (LE: [event] etc.), shows the last four events that have been sent.

Note: If you cancel an event, the cancelled event will not be displayed anymore. It will be deleted
and there is no information that it was deleted.

4.3 BLOCKING EVENTS


The software blocks illogical event entries. Be careful which command you send as it may block
the next one.

Note: Event buttons are greyed out whenever they are blocked:
> The events defining how a rally point was scored (kill, error etc.) are blocked until Rally Started is
sent.
> After a point has been scored, the Service button for the team that has conceded the point is
inactive.

4.4 SERVICE

At the beginning of each set, the Scout must choose which team will have the first service (see also
chapter 3.10 Starting a Game/Set) before the Start 1st Set button is activated. During the game,
only the Service button for the team that has scored the previous point is active in the Match tab.
The buttons defining how a rally point was scored are greyed out until the service has been sent.

Press the Service button as soon as the player tosses/releases the ball or starts running for a jump
service. Then the Service window will pop up.

FIGURE 61 - SERVICE WINDOW

Depending on what happens with the service, press the appropriate button in the Service window.

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> Rally Started

This means that the ball is in play and that the rally has started. Press this button if the server
did not hit an ace or commit an error.

Note: Do not press this button until it is clear that the receiving team has brought the ball under
control. Wait at least until the second player has touched it.

> Ace

Press the Ace button if the server hits an ace. Remember the definition. A service is considered
an ace if any of the following conditions applies:
> The ball contacts the opponents’ court untouched.
> The opponent team has contact with the ball, but cannot bring it under control, so that it
does not stay in play. This includes the ball bouncing off a player onto the court or out of
bounds.
> A violation is called on the receiving team (e.g. catch or double hit).
> The receiving team commits a positional error.

Note: The decision whether or not a service can be considered an ace may be tricky. Generally,
one can say that if the receiving team never has decent control of the ball, it can be considered an
ace.

> Service Error

Press this button for any kind of service error (see also chapter 2.2.3 SERVICE ERRORS). The
most common errors are the service being hit into the net or going out of bounds. However,
Service Error must also be sent for all other mistakes of the server or the serving team
(including positional and rotational errors) that lead to a point for the receiving team before the
rally has started.

Important: After both aces and service errors – and all other events that lead to a point –, the
Point Confirmation window will appear (see also chapter 4.7 POINT CONFIRMATION).

> Cancel

If you accidentally pressed Service, the Cancel button can be used to get back to the Control
tab.

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4.5 POSSESSION CHANGE

Whenever a rally has started and the ball crosses the net, Possession Change must be pressed. The
icon showing the jersey colours of the team that is in possession, is displayed on the button.

Note: After kills or errors it is not necessary to press the Possession Change button.

4.6 RALLY POINTS


Once a rally has started, it will lead to a point being scored by either of the teams. Sending a Kill or
a Block for a team will add a point to the team that made the kill/block. Sending an Error or Out
will add a point to the opponent team. If you are not sure which team scored, send the most likely
point immediately and wait until it is officially confirmed or disallowed. If you have entered the
point for the wrong team, you must correct it. Pressing any of the buttons mentioned in this
chapter will automatically open the Point Confirmation window (see chapter 4.6 POINT
CONFIRMATION).

Note: Cancelling and re-entering a correct Category 1 Event is considered a delay.

4.6.1 KILL

As soon as you see that a successful kill has been made, press the Kill button of the team that
scored the point. Remember the definition of a kill. A “kill” is any kind of attack hit by any player
(including the back-row hitters or the setter) that directly leads to a point. This includes:
> The ball touching the court on the opponent’s side directly after an attack hit.
> The opponent team touching, but not being able to bring the ball under control as a direct
result of the attack hit.
> Blocking errors of the opposing team (see also chapter 2.3.6 BLOCKING ERRORS).

Note: The decision whether or not an attack hit results in a kill or in an error by the opponents
may be tricky. Generally, one can say that if the receiving team never has decent control of the
ball, it can be considered a kill.

4.6.2 BLOCK

Blocking is the attempt to prevent the ball from being hit across the net from the opponent by
reaching higher than the top of the net. Send Block for the blocking team after all successful blocks
that directly lead to a point, either by touching the ground on the opponents’ side directly or the
other team not being able to bring the ball under control.

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4.6.3 ERROR

The error buttons are used for many different types of errors. Press the button for the team that
makes the mistake and the point will be added for the opposing team.

All of the following actions are considered rally errors:


> Ball handling violations (see also chapter 2.3.4 PLAYING THE BALL ERRORS)
> Four hits
> Double contact
> Catch
> Assisted hit
> A ball that was already under control and cannot be considered a kill touches the floor in the
team’s own court.
> Hitting the ball out of bounds on the team’s own side of the court once the ball had already
been under control.
> All attack hit errors (see also chapter 2.3.3 ATTACK HIT ERRORS) with the exception of hitting
the ball out of bounds in the opponents’ side.
> Playing the ball towards the other team outside the crossing space (e.g. past the wrong side of
the antenna or below the net).
> Errors at the net
> Illegal contact with the net while interfering with the game
> Penetrating into the opponent’s half under the net

4.6.4 OUT

The ball is hit out of bounds on the opposing side of the court. Remember that the lines are part of
the court, so if a ball is hit onto the line, it is still in.

4.7 POINT CONFIRMATION


Whenever one of the teams has scored a point, the Point Confirmation window will automatically
pop up.

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FIGURE 62 - POINT CONFIRMATION WINDOW

> Point Confirmation button


Scouts should always wait until the referee gives the authorisation for the next service before
confirming a point. If you are sure that you have entered the point correctly, it does not matter
if the scoreboard already shows the point.

Important: In certain games and competitions, coaches can request a video challenge to have a
referee decision reviewed. Such requests can usually be made up until the moment the next
service is taken, meaning that points must not be confirmed too early as even an unsuspicious
point may be challenged and potentially amended.

In case there is a mistake on the official scoreboard and you are sure that your score is correct,
you must wait for 30 seconds. If the scoreboard is still not corrected, send Incorrect Point Score
- Contact Me. The request must be sent within 1 minute of real time after the confirmation of
the point. In case such a situation occurs at the very end of a set, the request must be sent
immediately. As soon as the Supporter calls, explain what happened. In case the scoreboard
still shows the wrong score, the Supporter will adjust our system score to match the official
scoreboard. See also chapter 5.7 MISTAKE ON THE OFFICIAL SCOREBOARD.

Important: The point confirmation is the acknowledgement for our customers that the current
score within the system is correct.

> Scoring method buttons


If a rally point has been scored, the way it was achieved (the scoring method) can be edited
within the Point Confirmation window. In FIGURE 62 - POINT CONFIRMATION WINDOW a kill
for team 1 has been sent and the remaining three possibilities how the point for team 1 could
have been scored (B1, Err 2, Out 2) are available below the confirmation button. For example,
you enter a kill for team 1, but in fact the referee signals that team 2 made an error.

The last sent events are visible on top of the window.

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Important: Pressing one of the method change buttons also confirms the point score and closes
the Point Confirmation window!

> Change point to away/home team


In case you notice that you have sent the point for the wrong team, you can press this button to
correct the score. A confirmation window will ask you if you want to cancel the point and
change the team that has scored the point.

FIGURE 63 - SWITCH TEAM

If you press Yes, a new Point Confirmation window with the updated score will be displayed.
The scoring method will remain the same, so for example a Kill 1 is changed into a Kill 2.
> Point under Investigation
Point under Investigation must be sent whenever the main referee consults the second referee
or a line judge, or when players/coaches ask the referees or line judges for an official point
review after a point took place.
> Cancel Point
Cancel Point deletes the point and takes you back to the previous view.

For example, if you have sent Kill 2 but the referee ultimately decides that the ball was out,
cancel the point in the Point Confirmation window and then press Out 2 in the Control tab. In
this case the referee will probably consult the line judge. Do not forget to send Point under
Investigation if the main referee and the second referee or a line judge consult each other
about which team should be awarded the respective point.

Cancel Point may be also needed in case a point is retaken because of a double fault (both
teams committing an error simultaneously), after you have already sent a point. In this
particular case, you also need to press Cancel Last in the Control tab and then Cancel in the
Service window, so that the whole event sequence is deleted. Remember to inform the
Supporter about what happened!

Important: If a point is corrected after more than 30 seconds and the point was not under
investigation, send Contact Me to explain the situation to the Supporter.

4.8 PENALTY

Whenever the referee assesses a penalty to any team member because of incorrect conduct, press
the PEN button of the team that is charged. As a symbol for the penalty the referee will show a red
card.

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The same button is also used to enter delay penalties imposed on a team. The referee will point
the red card at his/her wrist to signal a delay penalty.

After pressing PEN, a confirmation window will pop up.

FIGURE 64 - PENALTY CONFIRMATION WINDOW

Press Yes to confirm the penalty and the point for the opposing team and you will be taken to the
Player Details window where you can choose the reason for the sanction and enter the player
number if applicable. No cancels the penalty and you are taken back to the Control tab.

FIGURE 65 - PLAYER DETAILS

Enter the reason for the penalty. The same list is also used for expulsion and disqualifications.
Select from the following options:
SANCTION REASON DESCRIPTION
Player The misconduct sanction is caused by a player’s misconduct.
Other team member The misconduct sanction is caused by a non-playing team member.
Delay The penalty is imposed because of delaying the game.
TABLE 10 - SANCTION REASONS

To enter the number of the sanctioned player press Select in the Player Details window. Then you
can enter the sanctioned player’s jersey number using the number buttons and press Confirm.

FIGURE 66 - ENTERING PLAYER NUMBER

After having entered the reason and the player’s number, press Confirm in the Player Details
window. A point for the opposing team is generated and you are taken to the Point Confirmation
window.

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Note: In case a penalty occurs in between two sets, the point cannot be generated automatically.
See chapter 5.6 PENALTY BETWEEN TWO SETS for an explanation what to do in such a situation.

4.9 POSSIBLE DISQUALIFICATION, EXPULSION & DISQUALIFICATION

Press the Poss. Disqualification button whenever the referee is likely to sanction a team member
with an expulsion or disqualification, for example if he/she starts to gesture wildly, swears or
physically attacks other people, especially if the team has already been sanctioned before.
Afterwards, the Possible Disqualification window will be shown.

FIGURE 67 - POSSIBLE DISQUALIFICATION WINDOW

If no sanction is imposed, press the No Disqualification button to get back to the main screen.
Otherwise, depending on the nature of the sanction the referee applies, press the corresponding
button.
> Expulsion

Press the Expulsion button of the corresponding team if a team member is expelled for the rest
of the set. The yellow and the red card held in one hand together are shown to indicate an
expulsion. Expulsions are used to sanction the second instance of rude conduct or the first
instance of offensive conduct. Expelled players currently on the court must be substituted. All
expelled team members leave the playing area and remain in the penalty area for the
remaining set.
> Disqualification

Press the Disqualification button of the corresponding team if a team member is disqualified
for the rest of the game. The yellow and the red card held separately in two hands are shown to
indicate a disqualification. Disqualifications are used to sanction the third instance of rude
conduct, the second instance of offensive conduct or the first physical attack. Disqualified
players currently on the court must be substituted. All disqualified team member must leave
immediately and must not participate in the game anymore.

Pressing either button will open the Player Details window (see FIGURE 65 - PLAYER DETAILS)
where you should enter the reason for the sanction (only Player and Other team member are
available) and the number of the player concerned if applicable. As soon as that information is
confirmed, you are taken back to the Control tab.

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Note: If one of the teams is sanctioned with an expulsion or a disqualification, the other team will
NOT receive an extra point.

Important: If an expelled or disqualified player cannot be legally substituted, his or her team loses
the set. In case this happens, follow the procedure described in chapter 5.5
EXPULSION/DISQUALIFICATION AND END OF SET.

4.10 TIME-OUT

Whenever a time-out is called by either of the teams or the game is interrupted by a technical
time-out (see chapter 2.5.1 TIME-OUTS AND TECHNICAL TIME-OUTS), press the Time-out button.

As a result, the Time-out window will pop up. There you need to define which team took the time-
out (Time-out 1/2) or select a Technical Time-out. Technical Time-out should also be sent for
“media time-outs”. Afterwards, press Confirmed.

If you do not know who took the time-out, press Confirmed without defining the reason.

FIGURE 68 - TIME-OUT

If there was no time-out taken (e.g. a short commercial break), press the Cancel last button and
the last sent command will be deleted.

As soon as the time-out is over, continue normally with Service.

4.11 CANCEL LAST

If you accidently enter a wrong command, you can always cancel the last command. The picture
counter/last events line (the second red line on top of the Control tab) shows the last command on
the right. It is possible to cancel the last seven sent commands, one after the other.

FIGURE 69 - LAST COMMAND

If the last event was a confirmation that closed a window, the window will be reopened and you
can edit the event. For example, if you press Cancel after you have confirmed a point, the

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confirmation is cancelled and the Point Confirmation window will open again. Note that in this
example you would also need to send Contact Me and explain why the point confirmation has
been cancelled.

Note: Cancel last is not displayed in the picture counter/last events line. It only deletes the last
sent event. The picture counter/last events line always displays your last sent event which was not
cancelled.

Important: After sending Contact Me, Support Messages, Match Messages or after answering a
Scout Message, Cancel Last is active. As an exception, pressing the button in such a situation
cancels the penultimate event in the picture counter/last events line.

4.12 SCORE CONFIRMATION & SCORE CORRECTION


After every set and whenever you log in again after a disconnection, the Statistics Confirmation
window will appear. The scores of all Category 1 and 2 Events are displayed within this pop-up.
You must check if they are correct and compare them with the official scoreboard. Then the scores
need to be confirmed or updated if they are not correct.

Important: The Reload Statistics button must be pressed to activate the Confirmed and the
Incorrect button.

Note: The period score must only be confirmed when you are sure about it. In case of any doubt,
press Reload Statistics and compare again. If the score still does not match the official score, press
Statistics incorrect and adjust the relevant score. If the period score still cannot be confirmed,
send the respective Support Request.

FIGURE 70 - STATISTICS CONFIRMATION WINDOW

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> Reload Statistics

The Reload Statistics button on top of the confirmation screen can be used to update the scores
in case a Supporter enters events after the game has already been opened by the Scout. Always
press this button before confirming the statistics and re-check the scores, especially when
being on the phone with a Supporter (see also chapter 8 AFTER DISCONNECTIONS).

4.12.1 STATISTICS CONFIRMED


If all the statistics are correct, press Confirmed and you will be automatically directed to the main
keyboard on the Control tab after a disconnection. If the window is used to confirm the statistics
after the end of a set, the Match tab is displayed.

Note: After a disconnection, do not press Confirmed if the ball is in play. Wait until the rally is over,
enter the point within the Statistics Confirmation window (see chapter 4.12.2 STATISTICS
INCORRECT) and then confirm the statistics.

Important: If there is anything to be added or cancelled, press Statistics incorrect (see chapter
4.12.2 STATISTICS INCORRECT).

Important: If you are unsure whether or not the statistics are correct, do NOT press either
Confirmed or Incorrect! Send Contact Me in the Extra menu to contact the Supporter instead.

4.12.2 STATISTICS INCORRECT


If the statistics are not correct, you have the possibility to add missing events directly within the
Statistics Confirmation window. Always enter missed points including penalty points in the correct
order first and then add other sanctions.

After pressing Incorrect, all disabled buttons will be enabled to execute the changes.

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FIGURE 71 - STATISTICS CONFIRMATION WINDOW (SCORES INCORRECT)

The following statistics can be changed:


> Points
> Penalties
> Expulsions
> Disqualifications
> Points
Press Point 1/2 to add a point for the respective team. Then you must define how the point was
scored in the following pop-up. After pressing the corresponding button, you will be directed to
the Statistics Confirmation window and you can enter more points if needed.

FIGURE 72 - ADDITION OF A MISSED POINT

Important: Missed points must be entered in the correct order.

Important: Points caused by penalties must not be entered using the Point buttons. They are
entered by pressing the Penalty button (see below).

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> Penalties
Here you can enter Penalty 1/2. After confirming the entered penalty, the point for the other
team will be added automatically and you will be directed to the Statistics Confirmation
window.
> Expulsions & Disqualifications
Press the Expulsion/Disqu. button for the correct team to add it to the statistics. After the
confirmation pop-up, you will be taken back to the Statistics Confirmation window.

4.13 STOPPING A SET


As soon as a team has reached the amount of points necessary to win a set, the software will
automatically ask if the set has ended.

FIGURE 73 - CONFIRMING THE END OF A SET

Press Yes to confirm the end of the set, or No to get back to the Control tab.

The set can also be stopped manually (e.g. in case a team is incomplete after an expulsion or
disqualification with no legal substitutions left) by switching to the Match tab and pressing the
Stop Set button. In this case a pop-up will ask you which team has won the set.

FIGURE 74 - WINNING TEAM SELECTION

Either way, the Statistics Confirmation window will pop up next. See 4.11 SCORE CONFIRMATION
& SCORE CORRECTION.

How to stop a set correctly:


1) Confirm sending the set for the winning team or press Stop Set and define which team has won.
2) Wait some seconds.
3) Check the scores in the Statistics Confirmation window and confirm them if correct.

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Note: In case you have not taken a picture showing the players in their jerseys at the end of the
1stset, use the break to do so.

In case GPS was still turned on after stopping the first set, a Scout Reminder that asks you to
disable GPS is received. Press Remove Reminder and turn GPS off as soon as the situation permits
to save battery. The easiest way to disable GPS is by swiping your finger down the display starting
from the top edge of the PDA. Then, tap the GPS icon to turn off the location access.

FIGURE 75 - DISABLE GPS REMINDER

FIGURE 76 - GPS DRAG DOWN

For information about how to open Scout Reminders, see chapter 4.16 RECEIVING SCOUT
MESSAGES & SCOUT REMINDERS.

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4.14 STOPPING THE GAME
As soon as a team has won three sets and the statistics of the last set have been confirmed, the
game is automatically stopped in the system. It is crucial that the last set is sent for the correct
team, otherwise there is a wrong winner in the system.

Important: Stop the period/game within 15 seconds after the referee blows the whistle. However,
when there is a golden set make sure to continue reporting the game!

Important: If a set or the game is suspended, the Scout should send the corresponding Match
Message (see chapter 4.18.8 MATCH MESSAGES). However, in case the game is entirely
abandoned, it is the Supporter’s job to stop the set/game. Send Contact Me to inform the
Supporter if the game will not be continued.

Note: In friendly games, it has happened that the teams agree on playing additional sets although
one of the teams has won the game already. If this happens, inform the Supporter about it.

Important: If a point is investigated at the end of a set/game, Point under Investigation must be
entered. Only in such an exceptional case, the period stop can be delayed without consequences.

4.15 GOLDEN SET


In case a golden set may be played in the competition (this may happen in competitions played in
cup format to determine the winner of a tied two-leg round), a pop-up will ask you whether or not
a golden set will actually be played.

FIGURE 77 - GOLDEN SET POP-UP

Press Yes in the Golden Set pop-up and you can start the additional set just like all the others. The
game is finished as soon as the score of the golden set is confirmed.

If there is no golden set, press No and the game is finished in the system.

4.16 RECEIVING SCOUT MESSAGES & SCOUT REMINDERS


Whenever a Scout Message is sent or a Scout Reminder is generated, a symbol appears in the top
left corner of the display. It is advisable to have the vibrating alert on, as incoming messages and
reminders will also trigger an alert and are therefore easier to notice.

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FIGURE 78 - SCOUT MESSAGE/REMINDER RECEIVED

To open Scout Messages and Reminders, you must pull down the PDA’s status bar to open the
notifications screen using either a finger or the pen.

As soon as the screen has been pulled down all the way, open the message by clicking on it.

FIGURE 79 - OPEN SCOUT MESSAGE/REMINDER

4.16.1 SCOUT MESSAGES


Scout Messages provide an opportunity for Supporters to send short messages directly to the PDA.

Scout Messages can be answered with either Yes, No or OK. It is also possible to send Contact Me
directly from the Scout Message. Pressing any of these buttons is considered as an answer and
removes the message. The Close button can be used to get back to the Control tab without
sending an answer in case an important event needs to be sent before you can answer. The
message then stays in the notification list and can be reopened. Note that not answering Scout
Messages will lead to Error Points.

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FIGURE 80 - EXAMPLE OF A SCOUT MESSAGE

The Delete Message button deletes the message without sending an answer. It is only active after
disconnections so that it is possible to delete obsolete messages, e.g. when the matter was
already clarified on the phone.

Some examples for Scout Messages are provided in the list below:
SANCTION REASON DESCRIPTION
Can you confirm the
Answer with Yes or No.
score 0:1?
The Supporter is trying to reach you on your mobile phone, but you are not answering.
Please answer your
Maybe you cannot hear it, because it is too noisy at the venue. Click OK and answer
phone
your phone.
TABLE 11 - EXAMPLE SCOUT MESSAGES

4.16.2 SCOUT REMINDERS


Scout Reminders are automatically generated messages that appear to draw the Scout’s attention
to an event that should be sent or may have been forgotten. The actions that need to be taken in
case a Scout Reminder appears are explained in the respective chapters of this manual.

4.17 PDA VIBRATION WHEN DISCONNECTED


In case your PDA disconnects while you are logged in to the Mobile Client, the PDA will vibrate to
help you realise the situation. When the PDA disconnects, try to log in as soon as possible, make
sure not to miss any Category 1 or Category 2 Events that happen and expect being called by the
Supporter. Make sure that you note the events in the correct order.

Please find more detailed information about PDA troubleshooting in chapter 6 TIPS AND
TROUBLESHOOTING and study the chapters 7.2 SCOUT – SUPPORTER COMMUNICATION ON
MATCHDAY and 8 AFTER DISCONNECTIONS thoroughly to be prepared for possible disconnections.

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4.18 THE OTHER TAB
The Other Screen is displayed as soon as you click the Other tab at the top of the Mobile Client.
The features on this view are explained below.

FIGURE 81 - OTHER TAB

4.18.1 CONTACT ME & SUPPORT REQUESTS

Whenever you have information you think could be interesting, when you need to explain
something in more detail, or when you need some help, you can send the Contact Me message or
a Support Request. The Supporter will then contact you by telephone.

Pressing the Contact Me button in the Other tab opens a window in which you can choose a
general Contact Me or include information on the nature of the problem.

FIGURE 82 - CONTACT ME

If there is a problem with the point score, or the statistics of the sanctions, choose the

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corresponding button. For all other issues press General.

You can also send a free text Support Message during the match.

4.18.2 ADDITIONAL EVENTS

The Additional Events contain the Injury Break button, the Penalty Point buttons as well as the
Update Score feature. See chapters 4.18.3 to 4.18.5 for detailed information.

FIGURE 83 - ADDITIONAL EVENTS

4.18.3 INJURY BREAK

Send Injury Break if one of the players is receiving medical care on the court and the game is
therefore suspended. If the interruption lasts for a long time, send Contact Me to explain the
situation to the Supporter.

4.18.4 PENALTY POINTS

This feature is only used to enter penalty points that are connected to penalties during set breaks,
because penalties entered during set breaks do not automatically generate the point for the
opposing team. See chapter 5.6 PENALTY BETWEEN TWO SETS for an example of what to do in
such a situation.

Pressing Penalty Point 1 adds a point for the home team, Penalty Point 2 for the away team. After
that, the Point Confirmation window appears.

4.18.5 UPDATE SCORE

This feature can be used to correct the current point score of the running set. It may only be used
in the following situations:
> When several points of a team are cancelled after a rotational error that has not been noticed
right away (see chapter 5.4 ROTATIONAL ERROR).

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> (Only applicable for games covered on TV) When you cannot see how points were scored,
because of an outage of the broadcast (e.g. a commercial break) and need to enter points that
happened during the interruption.

Important: The Update Score feature may only be used in the situations mentioned above. If it is
used for any other purpose (e.g. correcting a mistake the Scout made), it will be considered a
cheating attempt!

FIGURE 84 - UPDATE SCORE

Use the “+” and “-” buttons above and below the score to add or deduct points. Confirm will open
a dialogue box that asks you to reconfirm the new score.

FIGURE 85 - CONFIRMATION OF UPDATED SCORE

Yes confirms the updated score and closes the window.

Important: Always send Contact Me after using Update Score and explain the reason to the
Supporter.

4.18.6 RESET RALLY

This feature is only to be used if the referee decides that an entire rally needs to be replayed (e.g.
due to a double fault or a player getting injured during an ongoing rally).
By clicking the Reset Rally button, a dialogue box will open asking you to confirm your selection. If
you press Yes, all events sent in relation to the respective rally will be cancelled (all Possession
Change events, Rally Started events, the previous Service, etc.).

You can then send the relevant event explaining why the rally is being replayed, e.g. Injury Break,
and continue scouting the game again by sending Service when applicable.

4.18.7 NEWS ALERT

Whenever possible headline-grabbing events occur during the game, press the News Alert button.

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In the pop-up that opens, confirm that you want to send a Support Message.

The Supporter will contact you during a period break, or after the game, and you should report
with as much detail as possible about what happened.

Examples:
> Match marred by ugly clashes between fans and police
> Player collapses during a match
> Player chased by police because of child maintenance row

4.18.8 MATCH MESSAGES

Match Messages are used to report game suspensions or other events customers might want to
know. Select the correct Match Message first and then press Apply to send it. All Match Messages
need to be confirmed in a pop-up window.

The following Match Messages are available. Send the corresponding message if any of the
described situations occurs.
MESSAGE FURTHER DESCRIPTION
The statistics are The game is restarted after a suspension and a Match Message informing about the
confirmed. suspension was sent before.
Game suspended – The
referees are rechecking The current score of the game is unclear and being investigated.
the score
Game suspended –
The electricity supply has broken down. The lights have gone out.
Power black out
Game suspended – The game has been suspended because of rioting crowds or other problems with the
Crowd trouble spectators.
Game suspended –
Someone has ignited pyrotechnic articles and the game has been suspended.
Pyrotechnic articles
Game suspended –
The players are fighting and the game is suspended for this reason.
Players fighting
Game suspended –
One of the referees or line judges has been injured and the game has been suspended.
Referee injured
Game suspended – Court
The court or any of its parts (e.g. the net) is damaged and the game is suspended.
destroyed
Game suspended – Other
There is another reason for the game suspension.
reason
Penalty 1 before set
start. The next set will Team 1 is sanctioned with a penalty before the start of a set.
start with 0:1!
Penalty 2 before set
start. The next set will Team 2 is sanctioned with a penalty before the start of a set.
start with 1:0!

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MESSAGE FURTHER DESCRIPTION
The game has been The game is restarted after a suspension and a Match Message informing about the
restarted. suspension was sent before.
TABLE 12 - MATCH MESSAGES

Note: When Match Messages to inform about the suspension of the game were sent previously,
the Match Message The game has been restarted should additionally be sent if the situation on
the court permits.

If long suspensions can be expected, and/or you have additional information about them, send
Contact Me.

4.18.9 NEUTRAL DANGER

Whenever scouting TV Games with the Mobile Client, an additional button is available in the Other
tab. The purpose of that button is to be able to send a Neutral Danger in situations when the
Scout is not able to see what is happening in the game, such as action replays or unforeseen
commercial breaks. When Neutral Danger is active, Dang will be displayed in the picture
counter/last events line.

FIGURE 86 - NEUTRAL DANGER BUTTON

Important: Covering TV Games with a PDA instead of the TV Client is only possible when the PDA
is connected to the internet through a wireless LAN connection, or by means of a USB cable. It
does not work using the normal phone network.

4.19 EXTRA MENU


To access the statistics, the cancellations and all other features described in the chapters below,
press the options button on your PDA or swipe the screen from the left to draw the menu.

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FIGURE 87 - EXTRA MENU

4.19.1 STATISTICS

The Statistics window gives you an overview of the most important statistical values of the game.
You can open the Statistics window by clicking Statistics in the Extra menu.
The following game statistics can be checked here:

FIGURE 88 - STATISTICS

4.19.2 CANCELLATIONS

The Cancellations window in the Extra menu can be used to correct several event scores. This
should be done as soon as possible after you recognise an error, and when the game permits it.

Note: Only correct the statistics if you are absolutely sure. You can always contact the support and
ask for help if you have any doubts.

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Important: Never cancel events because of a wrong reason, method or player number!

The following events can be cancelled:

FIGURE 89 - CANCELLATION SELECTION

Note: You can only cancel events which you have confirmed in the system before. E.g. if no
expulsion has occurred in the match, you cannot cancel an expulsion and the respective button is
inactive.

If you click on any cancellation, a Cancellation screen will pop up asking you to define the
cancellation:
> Cancel Point
Depending on which team’s point needs to be cancelled, press the respective button.

FIGURE 90 - POINT CANCELLATION

A dialogue box will ask you to confirm the cancellation before removing the point from the
statistics.

FIGURE 91 - POINT CANCELLATION CONFIRMATION

> Cancel Penalty


The selected penalty will be cancelled directly when pressing the C Penalty button.

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FIGURE 92 - PENALTY SHOT CANCELLATION

Note: Cancelling a penalty only cancels the penalty from the statistics, not the point. The point
must be cancelled separately.

> Cancel Expulsion


The selected expulsion will be cancelled directly when pressing the C Expulsion button.

FIGURE 93 - EXPULSION CANCELLATION

> Cancel Disqualification


The selected disqualification will be cancelled directly when pressing the C Disqualification
button.

FIGURE 94 - DISQUALIFICATION CANCELLATION

4.19.3 CONTACT ME

In addition to the Contact Me button in the Other tab (see chapter 4.18.1 CONTACT ME &
SUPPORT REQUESTS), you may alternatively use the one in the Extra menu. This allows you to
send a contact request without leaving the Control tab. Use this button when a score confirmation
window is open and you need to contact the support.

4.19.4 RELOAD STATISTICS

Pressing the Reload Stats button synchronises the event statistics on the PDA with the system and
refreshes the statistics section.

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Note: Events that are sent by the Supporter while the Scout is online and sending events (e.g.
when correcting something after a Contact Me) are not displayed in the status line unless the
Reload Stats button is pressed.

4.19.5 ABOUT

The About window that is opened from the Extra menu contains the exact version number of the
Mobile Client. This number may be requested by the support in case of problems.

FIGURE 95 - ABOUT

The About window is also used for software updates. When you are instructed to do so, simply
click Update and follow the instructions.

FIGURE 96 - UPDATE

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Note: Software updates are only possible when the PDA is connected to the internet using a
wireless LAN or a USB connection.

4.19.6 EXIT

With Exit, you shut down the Mobile Client! The support will see you go offline!

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5 SCENARIOS
This chapter describes a few typical game scenarios and how to enter commands correctly in these
situations.

5.1 SET/GAME START MISSED


5.1.1 DISCONNECTION BEFORE SET START
There is a disconnection shortly before team 1 executes the first service of the third set. Team 2
makes a kill and then a player of team 1 is sanctioned by the referee with a penalty (you write
down the events on a piece of paper). The next service of team 2 goes out as you manage to log in
again and the Supporter has not called yet. What do you do?
1) Select Service 1 for the service and press Start 3rd Set.
2) Switch to the Match tab.
3) Press Open Game and then Incorrect in the Statistics Confirmation window.
4) Press Point 2 and then Kill 2.
5) Press Penalty 1 and then Confirm.
6) Press Point 1 and then Service Error 2.
7) Press Confirmed in the Statistics Confirmation window.
8) Send Contact Me and continue scouting. When the Supporter calls, explain what happened.

5.1.2 LATE ARRIVAL


You have informed the Supporter that you will be late for the game start. The game is already
running when you get to your seat. The scoreboard shows a point score of 3-1. What do you do?
1) Send In Position.
2) Make sure to identify which team is which and enter the jersey colours for both teams.
3) If you do not know which team had the first service, choose Unknown and press Start 1st
Set. Do NOT send Game Conditions.
4) Switch to the Match tab.
5) Press Open Game, then Reload Statistics and select Incorrect in the Statistics Confirmation
window.
6) Try to find out if there were any sanctions and enter the correct score without paying
attention to the sequence of events. (Use Point and Unknown Method unless you know that
there has been a penalty in which case you must use the Penalty button.)
> Point 1 and then Point 1 (Unknown Method)
> Point 1 and then Point 1 (Unknown Method)
> Point 1 and then Point 1 (Unknown Method)
> Point 2 and then Point 2 (Unknown Method)

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7) Press Confirmed in the Statistics Confirmation window.
8) Continue scouting.
9) Send the Game Conditions as soon as you have time in an appropriate situation.

5.2 CHANGE SCORING TEAM


Team 1 smashes the ball and grounds it next to the line. The team is celebrating the point and you
entered a Kill 1. Suddenly you realise that the referee decided that the ball was out.

As soon as you see it, correct the score. You enter:


1) Kill 1
2) You see the referee’s decision.
3) Press Cancel Point in the Point Confirmation window.
4) Back in the Control tab, press Out 1.
5) Confirm the new score once you have made sure it is correct.

5.3 PENALTY AND PENALTY POINT


A player of team 1 is sanctioned with a penalty because of rude conduct. As soon as you see the
referee showing the card, you enter:
1) PEN 1
2) Confirm the penalty by pressing Yes.
3) Enter and confirm the player details.
4) You will be directed to the Point Confirmation window. A penalty point will be added
automatically.
5) Compare the score with the official scoreboard and confirm it if it is correct.

5.4 ROTATIONAL ERROR


Team 1 is the serving team. After having scored 3 points in a row one of the referee notices that
the wrong player has been serving and the score is rectified.
1) Go to the Other tab and select Update Score under Additional Events.
2) Correct the score (minus 3 points for team 1, plus 1 point for team 2).
3) Press Confirm and you will be directed to the Point Confirmation window.
4) Compare the score with the official scoreboard and confirm it if it is correct.
5) Send Contact Me and explain the situation to the Supporter.

5.5 EXPULSION/DISQUALIFICATION AND END OF SET


The score is 21:16 for team 1 and team 1 already had 6 substitutions. A player of team 1 is

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expelled because of offensive conduct. As team 1 does not have any substitutions left, the set is
finished and won by team 2.

You enter:
1) Poss. Disqualification
2) Expulsion 1
3) Enter and confirm the player details.
4) Switch to the Match tab.
5) Click Stop Set.
6) Select team 2 as the set winning team.
7) Check the statistics and confirm them if correct.

5.6 PENALTY BETWEEN TWO SETS


The first set (team 2 had the first service in the game) is over and during the set break team 1 is
sanctioned with a penalty.

You enter:
1) Send the Match Message Penalty before set start. The next set will start with 0-1!.
2) Send Game about to start as soon as it is time to do so.
3) Select Unknown for the service immediately and start the set before it actually starts.
4) Press and confirm Penalty 1 in the Control tab.
5) Continue with Service 2 normally when the set starts.

5.7 MISTAKE ON THE OFFICIAL SCOREBOARD


Team 2 makes a kill and you have sent the point accordingly. You are sure that you have the
correct score in the Point Confirmation window, but the scoreboard is not updated and still shows
the old score while the authorises the next service and players are taking their positions.
1) Because you are absolutely sure that you have entered the point correctly according to the
referee’s signal, press Confirm.
2) If the scoreboard is corrected within 30 seconds, keep on scouting.
3) In case the official score is still wrong after 30 seconds of real time, send Incorrect Point
Score - Contact Me.
4) Tell the Supporter what happened.
5) The Supporter adjusts the score.
6) Press Reload Stats in the Extra menu to update the system score on the PDA.

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5.8 SCORE IS WRONG AND YOU DO NOT KNOW WHAT HAPPENED
You realise that you have a wrong score and you do not know if you made a mistake, or if there
was an issue with either the scoreboard or the score on the referee table. Do not cancel/change
any points! Instead, send an Incorrect Point Score – Contact Me Support Request and keep on
scouting!

Example: You have a score of 5:4, but the official score is 4:4.
1) You notice the wrong score.
2) Do not cancel anything!
3) Switch to the Other tab or open the Extra menu and press Contact Me.
4) Send Incorrect Point Score – Contact Me.
5) Keep on scouting.
6) If any points are scored before you receive a call, enter them and confirm the wrong score.
7) As soon as the Supporter calls,explain what happened and keep scouting.
8) The Supporter will correct the score.
9) Press Reload Statistics to receive all of the commands that the Supporter has sent.
10) Keep on scouting.

Note: If you confirm the wrong score, you will receive Error Points (+51 Pts)! Nevertheless, act
according to the instructions and inform the Supporter immediately if you realise that you have
made a mistake.

5.9 CHALLENGES DURING A RALLY


The coach of team 1 makes a challenge during a rally as he/she believes that a player of the
opposing team touched the net. The referee interrupts the rally.

1) Press ERR 2.
2) Press Point under Investigation and wait until the situation is clear.
3) Confirm the error if the challenge is successful or switch the point to the other team if is
not.

Note: If you can clearly determine which coach challenges the play, send the respective point for
this team (ERR 2 if the coach of team 1 challenges/ERR 1 if the coach of team 2 challenges).
Otherwise, send the error according to your judgement.

5.10 POINT UNDER INVESTIGATION


Team 1 is serving, team 2 attacks and the ball lands near the line. Both teams celebrate, and the
referee signals a point for team 2. The coach of team 1 calls for a review of the situation to verify

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whether the ball was in or out. After the check, the referee awards the point to team 1 as the ball
was neither out nor on the line.
You enter:
1) Service 1
2) Rally Started
3) Kill 2
4) You realise that team 1 requests a check and you send Point under Investigation.
5) You wait for the decision to be made.
6) When the referee signals the point for team 1 you press Cancel Point.
7) Out 2
8) As soon as you hear the whistle for the next service, you confirm the score.

5.11 NET CONTACT DECISION CHANGED AFTER REVIEW


After the service for team 1, team 2 gets in control of the ball and builds up an attack. The ball is
saved by a blocking attempt of team 1 which is now in possession While the ball is in play, the
referee whistles and assigns a point to team 2 due to net contact from one of the players of team
1. The coach of team 1 requests a review of the situation because in his opinion there was no net
contact. The check confirms that there was no net contact and the referee shows the thumbs up
signal and decides that the rally will be repeated.

You enter:
1) Service 1
2) Rally Started
3) You send Error 1 because the referee's whistle indicates net contact.
4) Team 1 requests a review of the situation and you press Point under Investigation.
5) You wait for the decision to be made.
6) When the referee shows the thumbs up signal, you press Cancel Point.
7) Switch to the Other tab and press Reset Rally.
8) Wait for the repetition of the service.

5.12 PENALTY HANDLING WHEN A CARD IS SHOWN DURING A


REVIEW
Team 1 smashes the ball on the opposite court and the referee indicates Kill 1. Team 2 requests a
check and while the investigation is going on, a heated discussion between the two teams arises.
The referee shows a red card to a player of team 2. Finally, the review of the situation confirms
the point for team 1.

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You enter:
1) Kill 1
2) Point under Investigation
3) A player from team 2 receives a red card due to a heated discussion between the teams.
4) As the Point Confirmation window is open while you are waiting for the outcome of the
investigation, you are not able to enter Penalty 2 for the red card. Send Contact Me -
Incorrect Penalty Score from the Extra menu.
5) Tell the Supporter about the penalty for team 2 and that you will enter it after the
investigation is finished.
6) As soon as the referee indicates the point confirmation, you confirm the score.
7) Press Penalty 2 and enter the player details.
8) Confirm the score when the referee indicates the next service

Note: After confirming the penalty point, pay extra attention to the Control tab. Depending on the
order in which the points were awarded by the referee, it may be that the wrong Service button is
activated. In such a case, switch to the Match tab and press Open Game to be directed to the
Statistics Confirmation window.
Only if the next service is not imminent, press Reload Statistics and confirm to be directed to the
Control tab where both Service buttons are enabled. However, if the next service is about to be
taken, press Reload Statistics and wait for the outcome of the next rally. Press Statistics incorrect
and enter the missing point. Only confirm the statistics when the referee indicates the next
service.

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6 TIPS AND TROUBLESHOOTING
This chapter contains tips that should help you with your work and explains the basic
troubleshooting tasks.

6.1 GOOD PRACTICE


> Your PDA is a technical device. Treat it like one. Do not expose the PDA to great heat (> 50 °C)
or great coldness (< -10 °C). The PDA must not get wet. All those extreme environmental
conditions can cause serious malfunction or even destroy the PDA.
> Never leave you PDA unattended. Such technical devices are common targets of theft.
> Make sure your PDA's battery is fully charged before you leave for the game. If the PDA does
not start charging when you plug it in, check the cable and the plugs.
> Keep the PDA in your hand while you are connected (online). Do not put it in your pocket or
into a bag. This reduces the risk of accidently sending wrong commands.
> Study the referee’s signals thoroughly. It will help you a lot in unclear situations.
> If you cannot see the court properly (e.g. due to fans standing in front…), inform the Supporter
immediately. You risk not reporting an important event. If the Supporter was not informed,
missing an event that was not visible is considered a Scout’s mistake.
> If, for any reason (health etc.), you are not able to continue reporting, inform the Supporter
immediately.
> If you do not know certain information, admit it rather than giving incorrect answers.
> Press Start Set as soon as the referee blows the whistle for the first service.
> Expect being called by the Supporter on your mobile phone during the game. For your own
comfort, and to keep your hands free, use a headset.
> To note down not sent events during a disconnection, bring a pen and a paper to every game. If
you forgot to bring it, try to get it from a kiosk at the venue.
> Report all problems to the Supporter. When you encounter problems with your PDA or bugs,
also report them to your Country Operations Manager after the game.
> Make sure your mobile phone is set up to send its telephone number. This makes it easier for
the Supporter to call you back.
> Once you have sent In Position, only stay online with the Mobile Client when you are in your
reporting position at the venue. You must log out of the software to go offline.
> Using the PDA for anything other than operating the Mobile Client and using its functionality on
matchdays or for training games, respectively taking pictures if instructed to do so is strictly
prohibited. Especially, do not use it to connect to the Internet. This may cause extra costs that
you would be held liable for. The company will charge you for any costs caused by such
improper usage.

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6.2 HANDLING CONNECTION PROBLEMS
Also, see the PDA Problem Solving Kit for PDA-related problems.

Note: If you experience connection problems during the game, you will be called by the Supporter
and you must continue reporting the game on the telephone while you try to re-establish the
connection. If you experience connection problems shortly before the game or during the half-
time break, call the Scout Hotline first and then try to re-establish the connection.

6.2.1 WHEN TO DO A TROUBLESHOOTING


Scenario:
You are offline and want to do the troubleshooting. Meanwhile a lot of events are happening on
the court.
In such a situation, react the following way:
1) You are offline.
2) You cannot log in again immediately.
3) Start writing down all events happening on the court and continue troubleshooting if the
situation allows it.
4) The Supporter calls you.
5) Interrupt the troubleshooting and report all missed events.
6) When all missed events are reported and you start reporting the events which happen on
the court at the moment, resume troubleshooting.
7) Keep reporting until you have your connection back (see also chapter 8.1 PROCEDURE
AFTER DISCONNECTIONS WHEN TALKING TO ).

Important: It is essential that Scouts know when to do the troubleshooting. Writing down the
correct order of events and reporting them to the Supporter has priority.

Note: If the Supporter does not call you within 1 minute after you go offline, call the Scout
Hotline!

6.3 NETWORK CHECK - T-MOBILE AUSTRIA SIM CARDS


A network check is only possible if the device can read the SIM card data. If you cannot access any
of the options mentioned in the following chapters, it may be a SIM card issue (see chapter 6.5
SIM CARD ISSUES).

6.3.1 DATA ROAMING CHECK


To perform a data roaming check, follow the instructions below:
1) Go to Settings.
2) Click on Connections.

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3) Select Mobile networks.
4) Check if Data roaming is activated.

6.3.2 APN CHECK


If Data Roaming is activated, you need to check if the APN m2m.business is selected. If it is not
displayed, you need to add it manually.
1) Go to Access Point Names.
2) Click on Add on the top right of the screen.
3) Enter m2m.business for Name, APN and Server.
4) Open the options menu on the top right of the screen and press Save.
5) Select the newly added m2m.business as APN.

6.3.3 NETWORK CHANGE


To change the network, follow the instructions below:
1) Go to Settings.
2) Select Connections.
3) Click on Mobile networks.
4) Select Network operators.
5) Click on Search networks to search manually (it may take a few minutes to load available
networks).
6) Click on a network to connect.
Please try again at least five times if it fails, as some networks are blocked.

6.4 NETWORK CHECK - LOCAL SIM CARDS


6.4.1 CHANGE NETWORK MODE
To change the network mode, please perform the following steps:
1) Go to Settings.
2) Select Connections.
3) Click on Mobile networks.
4) Select Network mode.
5) The following four options are displayed
> LTE/3G/2G (Auto Connect)
> 3G/2G only
> 3G only
> 2G only

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Since the Mobile Client only uses a small amount of data, it may be best to start with a 2G
connection.

6.4.2 FLIGHT MODE


Refreshing the connection can be done by using the flight mode.

To show the phone options, swipe down the notification panel from the top of the screen. Turn
the flight mode off, wait a few seconds, then turn it on again to re-activate the network.

6.5 SIM CARD ISSUES


If the PDA cannot read a SIM card, you may need to remove it and clean it with a cotton bud and
reinsert it. If the issue persists, you need to determine whether it lies with the SIM card or the
PDA.

Remove the SIM card from the PDA and check if it works with an alternative device. If the SIM card
cannot be read, the issues are caused by the SIM card. If you use a local SIM card, please replace
it. In case you use a T-Mobile Austria SIM card and it does not work with another device (after
entering the APN, enabling data roaming etc.), please write an email to your Country Operations
Manager and explain the troubleshooting measures you have already tried. Do not forget to add
the PDA ID and the SIM card number.

You should also check if the PDA can read other SIM cards. If other SIM cards cannot be read as
well, it may be that the SIM card slot is dirty. If the slot can be accessed, you should turn off the
PDA and the clean the slot with a cotton bud and then reinsert the SIM card. If you use a Dual-SIM
PDA, please try the other SIM card slot to see if it works.

If these troubleshooting efforts do not solve the problem, please inform your Country Operations
Manager.

6.6 WI-FI NETWORK OR PERSONAL HOTSPOT


6.6.1 WI-FI NETWORK
If it is not possible to connect to a mobile network, connecting to a Wi-Fi network is
recommended.
1) Go to Settings.
2) Click on Connections.
3) Select Wi-Fi.
4) Tap the Wi-Fi switch to turn it on.
5) Choose a free network or a private network that you have access to.
If the connection could successfully be established, Connected will be displayed below the
connection name in the Wi-Fi networks overview.

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6.6.2 PERSONAL HOT-SPOT
A personal hotspot is like a Wi-Fi connection, but it uses mobile data from another device. You can
use your personal device as a hotspot, but it is important that different connection types are
selected for mobile data and calls. On iPhones for example, choose Data Only in the Enable LTE
menu. The GSM network will then be used for calls and the LTE connection is free for the hotspot.
Please check online how to set up a hotspot on your device. Once established, connect the PDA to
this hotspot as you connect to a Wi-Fi network.

6.7 ERROR MESSAGES


The Mobile Client very rarely presents error messages to the user. If it does present a certain error
message more than once, write down the error number and remember the situation in which the
message occurred. Call the Scout Hotline and report the error.

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7 COMMUNICATION
The aim of this chapter is to provide an overview of the communication channels that are used,
and to give examples of communication between the Supporter and the Scout before, during and
after the game.

It is important to know what kind of conversations are to be expected to improve communication


between Scouts and Supporters and to minimise communication problems during Live Games.
Especially the telephone communication is affected by many factors (language skills, foreign
accents, bad connections, etc.). Therefore, it is important to keep to a "standardised language".
This helps to reduce misunderstandings.

Important: Please be aware that the only accepted language for any kind of communication with
the Supporter is English!

7.1 EXPLANATION OF COMMUNICATION CHANNELS


7.1.1 COUNTRY OPERATIONS MANAGERS
Your Country Operations Manager is your primary contact with the company for all
communication.

However, there is one important exception: For all communication that is related to or has effects
on the coverage of a game on matchday you must contact the Supporter. This includes
information about the game itself (e.g. mistakes or changes in the fixture) and information about a
problem with the coverage of the game (accidents etc.).

Important: On matchday, communicate directly with the Supporter and not with your Country
Operations Manager, especially during the Reachability Period. For example, if you notice a
mistake in a fixture on the day before matchday, contact your Country Operations Manager. On
matchday, contact the Supporter.

Typically, the communication with your Country Operations Manager includes the following
topics:
> Confirming that you will cover a game (as early as possible).
> Suggesting new games.
> Informing the company about changed fixtures or other mistakes in the system (not on
matchdays!).
> Keeping in touch with the company.
> General communication and feedback process.
> Reporting problems with your PDA or bugs in the software.

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7.1.2 SCOUT HOTLINE
The Scout Hotline should be used for everything you want to communicate on matchday at times
when you cannot log in to the Mobile Client to send Contact Me or a Support Message,
respectively if you do not get a reply within 5 minutes after having sent a Support Message. You
should let the phone ring twice and then hang up. Game Supervision will call back immediately.
> Whenever there is a chance that you might miss the start of a set because of a connection
problem, you should prioritise the phone call over the troubleshooting and start the game on
the phone.
> If you face connection problems when trying to send In Position or trying to connect for the
Online Being Time, call the Scout Hotline immediately. In case your PDA goes offline once you
have successfully connected for the Online Being Time, you should get ready to pick up your
phone. For the rest of the game, call the Scout Hotline only if you are not contacted within one
minute after a disconnection occurs. The reason for this is that Game Supervision can see
offline Scouts and will call you as soon as possible in such a situation.
> If you do not get a reply within 2 minutes after you called the Scout Hotline, try it again.

Scout Hotline Number


+351 934 560 317

USA Hotline Number (USA Scouts only)


+1 315 557 00 72

Japan Hotline Number (Japan Scouts only)


+81 505 532 64 77

General rules for calling the Scout Hotline:


>When you call the Scout Hotline, let the phone ring twice, then hang up and wait for the
Supporter to call you back. Make sure that your mobile phone is configured to send its own
telephone number!!

>If the Scout Hotline is occupied, keep trying.


>When the Supporter calls back after you have called the Scout Hotline, first mention your name,
the country, the sport and the game. This is not necessary after sending Contact Me or when the
Supporter calls you after you got disconnected during the game.

Example: “I am Matteo Cardinale from Italy, the Scout of the volleyball game Pallavolo Piacenza
versus Blu Volley Verona.”

>Always use Team 1 (for the “home team”) or Team 2 (for the “away team”) when referring to the
teams (except for the first sentence of the communication). Foreign team names are often hard to
understand.

If you cannot make international calls with your phone, this fact must be communicated to the
Regional Operations Management by the Country Operations Manager before you cover your first
game. Then, instead of calling the Scout Hotline, you should send an SMS/a text message,

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mentioning the sport, the country, the game and your name.

7.1.3 CONTACT ME BUTTON & SUPPORT REQUESTS


The PDA Contact Me button is the means to communicate with Game Supervision when you are
logged in and there is no connection problem. Contact Me may be sent before or during the game
on matchdays. Game Supervision is notified with a pop-up window and will call you back on your
mobile phone immediately.

During the game, Support Requests may be sent that include additional information about the
matter along with asking the Supporter to call you back.

See also chapter 4.18.1 CONTACT ME & SUPPORT REQUESTS.

7.1.4 PDA SCOUT MESSAGES


Game Supervision can send so-called Scout Messages to the Scout's PDA. The Scout can answer
with Yes, No or OK. It is also possible to send Contact Me directly from the Scout Message. The
Supporter usually also sends a Scout Message to prepare the Scout for an imminent phone call.
Announcing phone calls like that helps to avoid misunderstandings (language skill issues, noisy
atmosphere at the venue).

See also chapter 4.16 RECEIVING SCOUT MESSAGES & SCOUT REMINDERS.

7.1.5 SUPPORT MESSAGES & LATE ARRIVAL DIALOGUE


Support Messages can be used to send information to the Supporter on matchdays before the
Scout arrives at the venue. If the Supporter does not react to a Support Message within 5 minutes,
the Scout Hotline must be called. Specific information about a (possible) late arrival is sent by
using the Late Arrival dialogue.

See also chapter 3.4.2 LATE ARRIVAL and chapter 3.4.3 SENDING SUPPORT MESSAGES.

7.1.6 SCOUT’S MOBILE PHONE


Game Supervision uses Skype to contact you on your mobile phone after you have sent Contact
Me or called the Scout Hotline. Supporters may also call before, during or after the game to ask for
scores, fouls, free throws etc., but also to switch a game to phone commentary in case your PDA
goes offline.

Important: You will not be able to see the number of the person calling on the mobile’s screen!

7.2 SCOUT – SUPPORTER COMMUNICATION ON MATCHDAY


7.2.1 COMMUNICATION BEFORE THE GAME
> The Scout calls the Scout Hotline to inform about a connection problem.
Remember to always mention your name, the country, the sport you are scouting, the game

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and the topic/problem you are facing when the Supporter calls back.

Examples:
> “I am Matteo Cardinale from Italy, the Scout of the volleyball game Pallavolo Piacenza versus
Blu Volley Verona. I may be late because I cannot enter the arena yet. The gates are still
closed. There are connection problems and I cannot log in to send Late Arrival. I will be at my
place before the game start.”
> “I am Matteo Cardinale from Italy, the Scout of the volleyball game Pallavolo Piacenza versus
Blu Volley Verona. I am at my seat but I have connection problems. I cannot log in to send In
Position.”
> The Scout sends Contact Me to inform about a change regarding the game.
Examples:
> Scout: “Starting time has changed. New game start time is 15:00 local time, instead of 14:00
local time.

Important: Always use your local time in the communication with the Supporter!

> Scout: “There are security problems and referee decided to postpone the game.”
> Scout: “Team 2 did not show up for the game. The game is officially postponed/cancelled.”
> The Supporter sends a Scout Message.
> “Hello, my name is XYZ. I am your Supporter for this game.”

7.2.2 REPORTING A MISSED SET START


See 3.11.1 SET START MISSED – DISCONNECTION for information about how to report a missed set
start. The procedure is practically the same as after a disconnection during the game (see also
chapter 7.2.5 REPORTING MISSED EVENTS DURING A DISCONNECTION).

The Scout sends the Pre-Game Events right before the game start. He/she goes offline before
he/she can start the set. The Scout receives a call from the Supporter.

Example:
> Support: “Hello RunningBall here. Did the game already start?”
Scout: “Hello! The game is already running. The first service was for team 1. Score is 2:1 – Kill 1,
Ace 1 and Block 2 - nothing else missed. Team 2 is ready to serve.”
Support: “Ok. I will start the period and fix the score. Please give me the commands and do the
troubleshooting.”

The Supporter enters all events which are communicated by the Scout, while the Scout is doing
the troubleshooting (switch the flight mode on and off, provider change, etc.). The game will
then be handed over to the Scout before the next service.

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7.2.3 COMMUNICATION DURING A GAME
The Supporter and the Scout should reduce the communication to the essentials. When the
atmosphere at the venue is noisy, it is possible that the Scout hardly understands the Supporter.
Therefore, the Scout should already know which expressions the Supporter could use and
concentrate on known words (e.g. “Confirmed” and “No”).

It is very important to know the communication rules during disconnections. Do not mention any
unnecessary information while being on the phone with the Supporter.

Important: Remember to use “1” and “2” to refer to the teams when reporting events (e.g. kill 1,
service error 2), not the original team names.

If there are no connection problems, you contact the Supporter to ask for help with confirming an
event, e.g. you can ask for a confirmation of an expulsion, a disqualification etc.

Example:
> The Scout sends Contact Me – Incorrect DISQ Score to inform the Supporter.
Scout: “The referee just showed a disqualification, but I couldn’t see for which team. Could you
help me with this?”
Support: “I will check, thank you.”
If there are no connection problems, you can contact the Supporter to inform about a particular
situation:

Example:
> The Scout sends Contact Me and logs off:
Scout: “There is crowd trouble in the stands. I am changing my seat, please hold on.”

Note: Remember to send the Match Message Game suspended – Crowd trouble if the game is
interrupted. However, there is no need to send the message if you find yourself in a dangerous
situation.

Important: If you are not able to report the game in such crowd trouble situations, log out of the
software. Call the Scout Hotline if you can to explain the situation.

Note: When reporting a game on the phone, even if you cannot hear the Supporter, keep
reporting. As long as he/she does not hang up, it means that you can be heard.

7.2.4 COMMUNICATION DURING DISCONNECTIONS


Whenever a Supporter calls after the Scout goes offline, he/she will mention the current system
score at first. The Scout must repeat the system score and then tell the actual game score before
mentioning the missed events.

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Bring a pen and paper!!!

Important: Every volleyball Scout must bring a pen and paper to every game! In case of a
disconnection, you must write down missed events in the correct order they happened.
If you forgot to bring a pen and a paper, ask at the kiosk or bar of the venue if you can borrow
them.
Error Points may be added for not brining pen and paper.

Important: A Scout must write down all missed Category 1 and 2 Events during a disconnection.
Afterwards, tell the points to the Supporter/enter the points in the correct order and then add
missed Category 2 Events.

Example:
> You go offline at the score of 12-8 and you are trying to log back in, but it is not possible. Until
the Supporter calls you the following sequence happened on the court:

Service Team 1 → kill team 1 → service team 1 → block team 2 → service team 2 → out team
2 → service team 1 → kill team 1

You write down:


> KILL 1 13-8
> BLOCK 2 13-9
> OUT 2 14-9
> KILL 1 15-9
As soon as a Supporter calls you, tell him/her the events and the respective scores in the
correct order.

Important: Category 1 and 2 Events that happen while reporting missed events to the Supporter
on the phone must be mentioned in the correct order as well (point events first, then Category 2
Events), so add them at the bottom of the list.

Example:
> You went offline at the score of 3-4 and until the Supporter calls you, you have written down
the following events:
> ERROR 2 4-4
> KILL 2 4-5
> OUT 2 5-5
> BLOCK 1 6-5

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A Supporter calls you:

Supporter: “Hello, system score is 3-4.”


Scout: “System score 3-4, game score 6-5; error 2 – 4-4; kill 2 – 4-5.”

While telling the Supporter the events from the list, team 1 makes a kill. Do not tell the
Supporter right away but write down “KILL 1 7-5” at the bottom of the list. Then continue
reporting:

Scout: Out 2 – 5-5; block 1 – 6-5


…and finally, the point that was made while you were already on the phone with the Supporter:
Scout: “Kill 1 – 7-5”

Note: When being disconnected, do not forget to do all possible ways of troubleshooting and try
to re-login.

When being on the phone with the Supporter after you reported all missed events, you should
keep telling events that are happening.

It is important that you report all events which occur on the court when you are on phone with the
Supporter!

7.2.5 REPORTING MISSED EVENTS DURING A DISCONNECTION


There are very important rules which every Scout must follow when receiving a call from the
Supporter during a disconnection.

Important phrases/tasks:
> System score: score which the Supporter sees on the computer
> Game score: official score on the scoreboard at the venue
> Report order of events: tell the Supporter all missed Category 1 Events in the correct order first,
if possible add missed Category 2 Events thereafter
> xx:xx confirmed: support confirms correct score
If a Supporter calls you in case of disconnection, tell these events immediately in a row, after
having repeated the system score and told the actual game score:
1) Tell Category 1 Events (all points in their correct order).
2) Tell Category 2 Events if there were any.
3) Start telling commands as they happen on the court and do the troubleshooting.
4) When your PDA connection is back, tell the Supporter: „I am connected".
5) Check the statistics within the Statistics Confirmation window.
6) In case you communicated that you established a connection and the statistics are correct,
the Supporter will ask you to take over with the next service. See also chapter 8.1.1
HANDOVER. You will then continue reporting on your PDA.

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Example:
> The following example shows a perfect conversation between a Scout and a Supporter during a
disconnection.
The Scout goes offline at the score 12-8 → service 1 → kill 1 → service 1 → block 2 →
disqualification team 1 → service 2 → kill 2

The Scout is offline.


The Supporter calls the Scout.
Supporter: “System score 12-8”
Scout: “System score 12-8, game score 13-10; Kill 1 – 13-8, block 2 – 13-9, kill 2 – 13-10,
disqualification team 1, confirm game score 13-10.”
Supporter: “Score 13-10 confirmed”

The Scout starts telling the events that are happening on the court and starts with the
troubleshooting.

Note: The Supporter will be informed when you are offline. Therefore, it is not necessary to call
the Scout Hotline when you go offline while the game is running. You will be called automatically.
If you re-establish your connection before the Supporter could reach you, immediately send all
Category 1 and Category 2 Events that happened during your disconnection (first the points in the
correct order, then sanctions) and keep on scouting.

Note: If you do not get a call from the Supporter within one minute and you are still not online,
call the Scout Hotline! Remember: call once – let it ring twice!

7.2.6 REPORTING LIVE EVENTS ON THE PHONE/PHONE GAME


After you have reported all events that were missed during a disconnection to the Supporter and
started the troubleshooting, you must report all live events. Tell the Supporter every event you
would normally send by PDA.

Important: Confirm the score after every scored point by mentioning the game score.

Example:
> Scout: “Service 2, rally started, kill 1, score 1-1”

7.2.7 SCOUT DOES NOT UNDERSTAND THE SUPPORTER


At very noisy venues it might happen that you cannot understand what the Supporter wants to tell
you. Try to repeat all important information.

“I cannot understand you – I cannot understand you” and repeat the score. Whenever you repeat
the score, the Supporter will either say “Confirmed” or “I cannot understand you”.

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If the Supporter keeps on repeating that he/she cannot understand you, help to adjust the score
and wait for “Confirmed”. As soon as you hear “Confirmed” the score is confirmed!
Please be aware that the Supporter must confirm the score whenever you mention it!

7.2.8 EXAMPLES FOR DISCONNECTION COMMUNICATION


Example:
> The Scout is offline. The Supporter calls the Scout immediately and enters the events that are
communicated by the Scout. Team 1 serves – kill 1, but the Supporter enters a kill for team 2 by
mistake. Then the Scout is online again:
Support: “Hello, system score is 12-8.”
Scout: “System score 12-8, game score 12-8; nothing missed.”
Supporter confirms scores and asks: "Please give me the commands"
Scout: “Service 1, rally started, kill 1, game score 13-8.”
Scout: “I am back online”
Support: “I can see you online in our system; can you please take over again in the next service
situation?”
Scout (after checking the Statistics Confirmation window and reloading the scores): “System
score is 12-9 but the game score is 13-8. You entered the point for the wrong team!”
Support: “I see. I will immediately correct the system score.”
Support (after correcting the score): “Score is corrected – score is 13-8 now. Please reload the
scores and check the system score. Thank you for noticing the mistake.”
Scout: “System score 13-8 confirmed – I will take over now.”

Note: Only take over before a service is executed!

Example:
> Scout went offline at the score of 5-5 and was not reachable by the Supporter for a while. In the
meantime, several events happened: Service 1, kill 1, service 1, error 1, service 2, block 1,
service 1, kill 1, technical time-out…
Support: “Hello, the system score is 5-5.”
Scout: “System score 5-5, game score 8:6; kill 1 – 6-5, error 1 – 6-6, block 1 – 7-6, kill 1 8-6;
game score confirmed 8-6. At the moment, there is a technical time-out.”
Support: “Ok. I entered the points – system score is 8-6 now. Did we miss anything else?”
Scout: “No, nothing important....”
Support: “Ok, please start with troubleshooting.”

Note: The most relevant events for the company are the Category 1 Events. In case of
disconnections, these events always must be mentioned and entered into our system first and in
correct order!

If there is enough time, the other Category 2 Events will be entered by the Supporter. However,
when the game is still running, it is more important for the company to enter the events which are
just happening on the court instead of entering the already missed lower category events.

In the event that a Scout goes offline shortly before the end of the set, is called by the Supporter

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and then manages to log in again, the Scout must end the set, even if a handover before a service
is not possible anymore. In other words, if the Scout is online when the set ends, the Scout must
finish it. If not, the Supporter can do so.

Example:
> Scout went offline right before the end of a set. The Supporter called the Scout and corrected
the scores already and the Scout is giving the commands:
Scout: “Kill 1 – Score 24-18. Service 1 – rally started – I am back online”.
Support: “Ok. You can take over after this rally is finished”.
Scout: “Ok. Kill 1 – Score 25-18 – set is over”.
Support: “Ok. System score confirmed 25-18. Please reload the scores and check the correct
statistics and finish the set if everything is correct”.
Scout: “Ok. All scores confirmed. I will finish the set.”
After the Scout has finished the set and confirmed the set scores on the PDA, you can finish the
call.
Scout: “I finished the set and the scores are confirmed”.
Supporter: “Ok, thanks, I got it – bye!”
Scout: “Bye!”

7.2.9 COMMUNICATION AFTER THE GAME


The Supporter calls you to ask some questions about the game:

Example:
> Supporter: “Can you confirm the final score?”
Scout: “Game finished. Score of the third set was 25-22. Team 1 wins 3 sets to 1.”

7.2.10 SUMMARY OF MATCHDAY COMMUNICATION

7.2.10.1 THE SCOUT NEEDS TO COMMUNICATE WITH THE SUPPORT


LOGIN STATUS ACTION POSSIBLE REASON(S)
 Connection problems (Scout offline before game start etc.)
Calling (ringing) the Scout
Not logged in  Technical problems (frozen screen, low battery etc.)
Hotline
 Short notice cancellations
 Short notice cancellations
Contact Me/Support  Fixture changes
Logged in
Message (before the game)  Issues attending the game (wrong venue, Scout not
admitted, sickness etc.)
Logged in Late Arrival dialogue  Scout is late
 Wrong statistics on the PDA
 Game suspensions
Contact Me (during the  Confusion on the court
Logged in
game)  Unclear situations
 Explanation of mistakes
 Technical problems (low battery)
TABLE 13 - SCOUT NEEDS TO COMMUNICATE WITH THE SUPPORT

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Note: Both calling (ringing) the Scout Hotline and sending Contact Me will make a Supporter call
you back on your mobile phone.

7.2.10.2 THE SUPPORT NEEDS TO COMMUNICATE WITH THE SCOUT


ACTION POSSIBLE REASON(S)
 The Scout goes offline
 Questions from customers
Calling the Scout’s mobile  Additional information needed (format, duration, specific situations in the
phone game)
 Post-game questions
 Recheck statistics
 Questions from customers
 Questions about specific game situations
Sending a Scout Message
 Preparation for a call
 Confirmation of statistics
TABLE 14 - SUPPORT NEEDS TO COMMINICATE WITH THE SCOUT

7.3 KEYWORDS FOR TELEPHONE COMMUNICATION


You should be familiar with usual volleyball keywords. You can find some of these keywords in the
following list:
> Referee
> Cancel
> Referees discussed about situation and decided that it was a point/it was not a point
> Delayed
> The gates are not open.
> I am in the line.
> I will be on my seat before game start
> Postponed
> Cancelled

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8 AFTER DISCONNECTIONS
As soon as you log in again after a disconnection, the Statistics Confirmation window (see chapter
4.11 SCORE CONFIRMATION & SCORE CORRECTION) is displayed and the scores are updated by the
system. The first tasks you must perform when you are back online are to press Reload Statistics
and to check whether or not the scores are correct.

Important: In rare cases, it can happen that events you have sent shortly before you lost the
connection were not delivered to the system.

In detail, your actions right after you logged in again after a disconnection depend on whether or
not you have talked to the Supporter during the disconnection. If the disconnection does not last
long, it may happen that you are back online before you receive a phone call.

Important: After a disconnection, you must enter/report the events in the exact order as they
happened during the offline period.

8.1 PROCEDURE AFTER DISCONNECTIONS WHEN TALKING TO THE


SUPPORTER

Note: The events the Supporter sends when talking to you on the phone (see chapter 7.2.6
REPORTING LIVE EVENTS ON THE PHONE/PHONE GAME) after the game has been opened can
neither be seen in the status line nor in the Statistics Confirmation window! To update the scores
press Reload Statistics on top of the confirmation window (see FIGURE 70 - STATISTICS
CONFIRMATION WINDOW).

8.1.1 HANDOVER
1) Press Reload Statistics and check the scores in the Statistics Confirmation window.
2) Confirm the statistics with the Supporter.
3) Inform the Supporter when you are ready to take over, wait until the current rally is over
and the Supporter has entered the point.
4) Wait for the Supporter’s permission to take over.
5) Reload the statistics and compare the system score with the game score.
6) If everything is correct inform the Supporter and press the Confirmed button.
7) Take over and continue with the next service.
8) When the Supporter confirms that he/she has received the service command you may end
the phone call.

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Important: Category 1 scores must be confirmed first after every disconnection when on the
phone with the Supporter, even if no Category 1 Events happened during the disconnection.

Important: Do not enter events in the Statistics Confirmation window when you are on the phone
with a Supporter.

Important: Wait for Supporter’s permission to take over. Never hang up the phone without
explicitly having been instructed to do so.

Important: Wait for Supporter’s permission to take over.

8.1.2 PROCEDURE – STATISTICS IN CONFIRMATION WINDOW DIFFER FROM SCORE


You have checked the Statistics Confirmation window and the statistics differ from the score that
you confirmed with the Supporter. What should you do?
1) Keep telling commands by phone.
2) Click the Reload Statistics button.
3) Re-check the statistics.
4) If the statistics are correct, continue with the procedure as described in 8.1.1 HANDOVER.

8.1.3 PROCEDURE – STATISTICS ARE STILL WRONG AFTER RELOADING THE SCORES
After you have reloaded the statistics, the statistics shown in the Statistics Confirmation window
are still wrong. What does that mean?

It means that a Supporter entered a wrong event or missed an event.


1) Inform the Supporter immediately about the wrong score.
2) Keep telling commands by phone.
3) The Supporter will adjust the statistics.
4) Wait for the Supporter’s confirmation of the score update.
5) Click the Reload Statistics button.
6) Re-check the statistics.
7) If the statistics are correct, continue with the procedure as described in chapter 8.1.1
HANDOVER.

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8.2 PROCEDURE AFTER DISCONNECTIONS – NO CALL RECEIVED
The procedure after disconnections during which the Scout did not receive a call depend on
whether or not the Scout is sure about the scores.

8.2.1 THE SCOUT IS SURE ABOUT THE STATISTICS


> Press Reload Statistics and check the scores in the Statistics Confirmation window.
> Check the scoreboard.
> Add Category 1 Events that were not delivered or happened during the disconnection within
the Statistics Confirmation window in the correct order immediately.
> Add Category 2 Events if there were any.
> If you are sure the score of Category 1 Events is correct, wait for the rally to be over and correct
the score within the Statistics Confirmation window and click Confirmed.
> Keep sending commands with the next service.
Example:
You are offline and get the connection back before the Supporter calls and you are sure you
missed a kill 1, block 1, penalty 1 and a service error 2. What do you do?
1) Compare the scoreboard to the Statistics Confirmation window.
2) Send Incorrect.
3) Add the missing events in the correct order as follows:
> Point 1 – Kill 1
> Point 1 – Block 1
> Penalty 1 – Confirm (the point for team 2 is added automatically)
> Point 1 - Service Error 2
4) Wait for the rally to be over and enter the point within the confirmation window.
5) Press Confirmed.
6) Continue reporting the commands with the next service.

8.2.2 THE SCOUT IS NOT SURE ABOUT THE STATISTICS


1) Press Reload Statistics and check the scores in the Statistics Confirmation window.
2) Check the scoreboard.
3) Add Category 1 Events that were not delivered or happened during the disconnection
within the Statistics Confirmation window in the correct order immediately.
4) Add Category 2 Events if there were any.
5) If you are unsure about the Category 1 scores, send Contact Me and do not press the
Confirmed button. Do not continue until the situation is clarified with the Supporter!
6) When the situation is clarified, continue as described in chapter 8.1.1 HANDOVER.

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Important: All points that happen during a disconnection period must be sent in the correct order
once you are back online (if not entered by a Supporter)!

Important: Do not click the Confirmed button until you are sure that the system score of all
Category 1 Events is correct.

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9 BEACH VOLLEYBALL
Basically, the coverage of volleyball and beach volleyball games follows the same logic and
procedures. This chapter points out the differences regarding the rules and the software.

9.1 BEACH VOLLEYBALL RULES – DIFFERENCES TO VOLLEYBALL


> Instead of playing 6 vs. 6 players on court, BVB is played 2 vs. 2 players without any substitution
players. Therefore, the court is of course smaller than in volleyball. In beach volleyball both
players are all-rounders and there are no back row or front row players.
> As in VB, the team that wins a rally scores a point. When the receiving team wins a rally, it gains
a point and the right to serve. The serving player must be alternated every time this occurs. The
player who must make the next service is usually indicated by the officials table.
> A set (except the deciding 3rd set) is won by the team which scores 21 points with a minimum
lead of two points. The game is won by the team that wins two sets. In case of a 1-1 tie, the
deciding set is played to 15 points with a minimum lead of two points. There are no golden sets.
> The main warm up process usually takes place on a different court. However, the players
should have the chance to warm up for at least 3 minutes on the match court on which the
game is played.
> Contrary to VB, there are no positional errors in beach volleyball.
> A hit is any contact with the ball by a player. Each team is entitled to a maximum of 3 hits for
returning the ball over the net. These 3 hits also include the blocks and blocking attempts, so
after a block there are only 2 team hits left to return the ball successfully, otherwise the referee
calls an error due to four hits.
> If a ball has crossed the net outside the crossing space (outside the antennas, under the net), it
may be played back as long as the team stays within its team hits. To recover the ball, a player
may enter the opponents’ court.
> When the referee releases the ball for the service, the server has 5 seconds to execute the
service (8 seconds in VB).
> Each team can request one time-out per set. The duration of a team time-out is 30 seconds.
> In official FIVB competitions one additional 30-second technical time-out is applied
automatically in the first and second set when the sum of the points scored by the teams
equals 21 points. In the deciding third set, there is no technical time-out.
> An injured/ill player is given a maximum of 5 minutes’ recovery time not more than once in a
game. The referee must authorise the properly accredited medical staff to enter the playing
court to attend the player. Only the 1st referee may authorise a player to leave the playing area
without a penalty. When the treatment is completed or if no treatment can be provided, the
play must resume. The 2nd referee will whistle and request the player to continue. At this time,
the player must judge whether he/she is fit to play. If the player does not recover or return to
the playing area at the conclusion of the recovery time, his/her team is declared incomplete.
> If unforeseen circumstances (weather, black out) interrupt the game, it should be suspended. If
the interruption(s) do not exceed 4 hours in total, the game is resumed at the acquired score,
regardless if it continues on the same court or not.

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> BVB teams switch the court side after every 7 points in the first and second set, and after every
5 points in the third set, respectively for the beginning of a new set. If the change of sides is not
done at the proper time, it will take place as soon as the error is noticed.
> If one of the players is sanctioned by expulsion or disqualification, the team is declared
incomplete and loses the set/game.

9.2 TECHNICAL DIFFERENCES


When scouting beach volleyball games, there are additional buttons in the Additional Events of
the Other tab and the Game Conditions contain information about the weather along with the
attendance.

FIGURE 97 - ADDITIONAL EVENTS BEACH VOLLEYBALL

9.2.1 WALKOVER

Use the W.O. button of the respective team in case a team must concede the game as a result of
an injury of one of their players. Injury Break should already have been sent before. A pop-up
window then asks you to confirm the end of the game.

FIGURE 98 - WALKOVER CONFIRMATION

9.2.2 END OF SESSION & START OF SESSION


If the game is interrupted and officially suspended because of bad weather or other circumstances
impeding its continuation, press the End of Session button. Send Contact Me if you have any
information about when the game will continue or at what time there will be a reassessment of
the situation.

As soon as the game is resumed and the coverage continues, press Start of Session in the Match
tab. If the interruption occurred during a set, the Control tab is displayed, and you can continue

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with Service 1/2. In case the session was stopped in an interval, start the next set normally.

Important: If a session does not start at the scheduled time, send the Start Delayed message.

9.2.3 WEATHER

In addition to the definition of the attendance, beach volleyball Scouts must send information
about the weather conditions before the game start. Remember to update the information if the
conditions change during the game.

Select from the following options.


TERM DESCRIPTION
Undefined Undefined is displayed before you have selected a weather condition.
The weather conditions are good and should not have an impact on the game. Use this
Good
option if none of the others applies.
Cold Temperature is so low that it impedes the game.
Hot Temperature is so high that it impedes the game.
Windy Moderate wind that slightly impedes the game.
Strong wind Wind that seriously impedes the game.
Rain Rain that slightly impedes the game.
Indoor venue The game takes place at an indoor venue.
TABLE 15 - WEATHER CONDITIONS

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10 APPENDIX
10.1 TABLE OF TABLES
TABLE 1 - REVISION HISTORY 6
TABLE 2 - TERMS AND ABBREVIATIONS 8
TABLE 3 - TYPES OF MISCONDUCT 23
TABLE 4 - SANCTIONS AND CORRESPONDING SIGNS 23
TABLE 5 - DELAY SANCTIONS 26
TABLE 6 - ATTENDANCE OPTIONS 39
TABLE 7 - PRE-GAME EVENTS 40
TABLE 8 - EVENT CATEGORIES 55
TABLE 9 - STATUS LINE ELEMENTS 55
TABLE 10 - SANCTION REASONS 62
TABLE 11 - EXAMPLE SCOUT MESSAGES 72
TABLE 12 - MATCH MESSAGES 77
TABLE 13 - SCOUT NEEDS TO COMMUNICATE WITH THE SUPPORT 103
TABLE 14 - SUPPORT NEEDS TO COMMINICATE WITH THE SCOUT 104
TABLE 15 - WEATHER CONDITIONS 111

10.2 TABLE OF FIGURES


FIGURE 1 - VOLLEYBALL ROTATION 14
FIGURE 2 - ROTATIONAL ERROR 15
FIGURE 3 - TEAM TO SERVE (L.) AND AUTHORISATION TO SERVE (R.) 16
FIGURE 4 - ILLEGAL SERVICE MOTION 17
FIGURE 5 - DELAY IN SERVICE 17
FIGURE 6 - SERVER TOUCHES THE COURT 17
FIGURE 7 - FOOT FAULT/TOUCHING AN EXTERNAL OBJECT (LINE JUDGE) 17
FIGURE 8 - BALL FAILS TO PASS THROUGH CROSSING SPACE/NET TOUCHED BY PLAYER 18
FIGURE 9 - BALL “IN” REFEREE (L.) & LINE JUDGE (R.) 18
FIGURE 10 - BALL “OUT” REFEREE (L.) & LINE JUDGE (R.) 19
FIGURE 11 - ATTACK HIT ERROR 20
FIGURE 12 - FOUR HITS 20
FIGURE 13 - CATCH 20
FIGURE 14 - DOUBLE CONTACT 21
FIGURE 15 - BLOCKING ERROR 22
FIGURE 16 - REACHING BEYOND THE NET 22
FIGURE 17 - PENETRATION INTO OPPONENT COURT/BALL CROSSING LOWER SPACE 22
FIGURE 18 - NET TOUCHED BY PLAYER/BALL FAILS TO PASS THROUGH CROSSING SPACE 23
FIGURE 19 - TIME-OUT & INDICATING WHICH TEAM REQUESTED 25
FIGURE 20 - SUBSTITUTION 25
FIGURE 21 - CHANGE OF COURTS 27
FIGURE 22 - VERSION CHECK, NEW SOFTWARE AVAILABLE 28
FIGURE 23 - VERSION CHECK, OUTDATED VERSION 28
FIGURE 24 - MOBILE CLIENT ICON 29

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FIGURE 25 - ENABLE GPS REMINDER 29
FIGURE 26 - GPS ACTIVATED 30
FIGURE 27 - LOGIN TAB 30
FIGURE 28 - LOGIN TAB – ONSCREEN KEYBOARD 31
FIGURE 29 - SELECT GAME 32
FIGURE 30 - NEXT SCHEDULED GAME WARNING 32
FIGURE 31 - MATCH TAB BEFORE SENDING IN POSITION 33
FIGURE 32 - IN POSITION CONFIRMATION POP-UP 34
FIGURE 33 - MATCH TAB AFTER SENDING IN POSITION 35
FIGURE 34 - LATE ARRIVAL DIALOGUE 35
FIGURE 35 - LATE ARRIVAL REASONS 36
FIGURE 36 - DELAY ESTIMATION WINDOW 36
FIGURE 37 - LATE FOR GAME START QUERY 36
FIGURE 38 - PREDEFINED SUPPORT MESSAGES 37
FIGURE 39 - FREE TEXT SUPPORT MESSAGE 38
FIGURE 40 - ENTERING ATTENDANCE 39
FIGURE 41 - EDIT JERSEY COLOURS 41
FIGURE 42 - COLOUR PICKER DIALOGUE BOX 41
FIGURE 43 - CONFIRMATION OF SELECTED COLOURS 42
FIGURE 44 - JERSEY COLOURS MISMATCH WARNING 42
FIGURE 45 - JERSEY COLOURS DATABASE ENTRIES 43
FIGURE 46 - 15-MINUTE JERSEY COLOUR REMINDER 43
FIGURE 47 - 5-MINUTE JERSEY COLOUR REMINDER 44
FIGURE 48 - GAME START BLOCKED 44
FIGURE 49 - DELAY MESSAGE CONFIRMATION 45
FIGURE 50 - SELECT TEAM TO SERVE OPTIONS 46
FIGURE 51 - TEAM SELECTION DROP-DOWN MENU 46
FIGURE 52 - TEAM SELECTION POP-UP 46
FIGURE 53 - START 1ST SET BUTTON 47
FIGURE 54 - SERVICE WINDOW 47
FIGURE 55 - TAKE PICTURE BUTTON IN THE MATCH TAB 51
FIGURE 56 - PICTURE PREVIEW 51
FIGURE 57 - CONFIRM SAVING THE PICTURE 52
FIGURE 58 - WARNING POP-UPS 52
FIGURE 59 - DURING THE GAME – CONTROL TAB 54
FIGURE 60 - STATUS LINE & LAST EVENTS 55
FIGURE 61 - SERVICE WINDOW 56
FIGURE 62 - POINT CONFIRMATION WINDOW 60
FIGURE 63 - SWITCH TEAM 61
FIGURE 64 - PENALTY CONFIRMATION WINDOW 62
FIGURE 65 - PLAYER DETAILS 62
FIGURE 66 - ENTERING PLAYER NUMBER 62
FIGURE 67 - POSSIBLE DISQUALIFICATION WINDOW 63
FIGURE 68 - TIME-OUT 64
FIGURE 69 - LAST COMMAND 64
FIGURE 70 - STATISTICS CONFIRMATION WINDOW 65
FIGURE 71 - STATISTICS CONFIRMATION WINDOW (SCORES INCORRECT) 67
FIGURE 72 - ADDITION OF A MISSED POINT 67

SCOUT MANUAL - VOLLEYBALL 113


FAST DATA
FIGURE 73 - CONFIRMING THE END OF A SET 68
FIGURE 74 - WINNING TEAM SELECTION 68
FIGURE 75 - DISABLE GPS REMINDER 69
FIGURE 76 - GPS DRAG DOWN 69
FIGURE 77 - GOLDEN SET POP-UP 70
FIGURE 78 - SCOUT MESSAGE/REMINDER RECEIVED 71
FIGURE 79 - OPEN SCOUT MESSAGE/REMINDER 71
FIGURE 80 - EXAMPLE OF A SCOUT MESSAGE 72
FIGURE 81 - OTHER TAB 73
FIGURE 82 - CONTACT ME 73
FIGURE 83 - ADDITIONAL EVENTS 74
FIGURE 84 - UPDATE SCORE 75
FIGURE 85 - CONFIRMATION OF UPDATED SCORE 75
FIGURE 86 - NEUTRAL DANGER BUTTON 77
FIGURE 87 - EXTRA MENU 78
FIGURE 88 - STATISTICS 78
FIGURE 89 - CANCELLATION SELECTION 79
FIGURE 90 - POINT CANCELLATION 79
FIGURE 91 - POINT CANCELLATION CONFIRMATION 79
FIGURE 92 - PENALTY SHOT CANCELLATION 80
FIGURE 93 - EXPULSION CANCELLATION 80
FIGURE 94 - DISQUALIFICATION CANCELLATION 80
FIGURE 95 - ABOUT 81
FIGURE 96 - UPDATE 81
FIGURE 97 - ADDITIONAL EVENTS BEACH VOLLEYBALL 110
FIGURE 98 - WALKOVER CONFIRMATION 110

SCOUT MANUAL - VOLLEYBALL 114


FAST DATA

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