1 / 13

Timing Rules

Timing Rules. Eric Lewis – February 2014. Major Rule References:. 2-20-1 Penalty (Zap-10) 2-29-1 Game Clock 2-29-2 Play Clock 3-2-2 Timing Adjustments 3-2-4 Timing Devices 3-2-5 Minimum Time to Spike

cecily
Download Presentation

Timing Rules

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Timing Rules Eric Lewis – February 2014

  2. Major Rule References: 2-20-1 Penalty (Zap-10) 2-29-1 Game Clock 2-29-2 Play Clock 3-2-2 Timing Adjustments 3-2-4 Timing Devices 3-2-5 Minimum Time to Spike 3-3-2 Starting and Stopping the Clock 3-3-5 Injury Timeout 3-3-9 Helmet Comes Off 3-4-4 10-Second Subtraction

  3. Special Timing Situations – Anytime during the game Foul Reporting to the Referee * Always give result of the play (especially if it happens downfield). Snap or Ready. Delay of Game * If the offense is in a scrimmage kick formation (2-16-10), the game clock will start on the SNAP.

  4. Special Timing Situations – Anytime during the game Kick Play * The game clock will start on the SNAP if there is a kick play. (2-30-3) Think “Kick/Snap”. AR 3-3-2 VI A 4/8 at the A-12, late in the fourth quarter. The punt is blocked and the ball does not cross the neutral zone. At the A-10, back A22 recovers the ball and throws a forward pass to eligible A88 who is tackled at the B-3. The game clock reads 0:03. Ruling: Team A’s ball 1/G at the B-3. The game clock starts on the snap because of the kick play.

  5. Special Timing Situations – Anytime during the game Injury Must leave the game for at least 1 play and cannot return without medical approval. Cannot buy back in with TO. Outside 1 Minute of the half Under 1 minute of the half Play Clock: Defense - 0:40 Offense - 0:25 Play Clock: Defense - 0:40 Offense - 0:25 ZAP-10 provisions

  6. Special Timing Situations Helmet Off Other than as a direct result of a foul, player must leave for the next down (unless they use a TO). Outside 1 Minute of the half Under 1 minute of the half Play Clock: Defense - 0:40 Offense - 0:25 Play Clock: Defense - 0:25 Offense - 0:25

  7. AR 3-3-9 III During the down A22’s helmet comes off (not a foul) and B77 goes down with an injury. The ball carrier is tackled inbounds. The game clock reads 0:58 in the fourth quarter. Ruling: Unless they use a TO, A22 must leave the game. The play clock is 0:40, due to the defensive injury, rather than 0:25 due to the offensive player helmet.

  8. Under 2:00 of the Half A team A ball carrier, fumble or backward pass ruled OOB, game clock will start on the SNAP. Exception: A forward fumble OOB is returned to spot of fumble and GC is on the READY. AR 3-3-2 IV Late in the half, ball carrier A37 goes OOB. The game clock reads (a) 2:00, or (b) 1:59. Ruling: (a) the game clock starts on the ready for play. (b) The game clock starts on the snap.

  9. Under 1:00 of the Half ZAP-10 With the game clock running, before a COP, a team commits a foul that causes the clock to stop, 10-second subtraction is an option. False Start Encroachment Def Offside w/ Contact Shift Converting to False Start Intentional Grounding Inc. Illegal Forward Pass Backward Pass OOB to stop clock Others?? Also, Injury or Helmet coming off

  10. Illegal Forward Pass to Conserve Time Game clock will start on the READY. Time must be a factor, otherwise will run on the snap (if incomplete). Minimum Time for a Play After Spiking the Ball If the game clock is stopped and will next start on the RFP with 3 or more seconds remaining in the quarter, the offense can reasonably expect to throw the ball directly to the ground & have enough time for another play. With 2 seconds or 1 second left on the game clock there is enough time for only one play.

  11. AR 3-2-5 I Late in a quarter Team A, out of TO’s, makes a first down, stopping the clock which reads 0:03. Team A intends to spike the ball and run an additional play. The Referee appropriately blows his whistle and signals, which starts the clock. The QB takes the snap and raises the ball high over his head before throwing it directly to the ground. The game clock reads 0:00. Ruling: Time in the quarter has expired. Although there were 3 seconds on the clock when the R signaled it to start, there is no guarantee of enough time to run an additional play other than spiking the ball. The offense must execute the spike in a timely manner.

  12. Late in a quarter Team A, out of TO’s, makes a first down, stopping the clock which reads :02.8. Team A intends to spike the ball and run an additional play. The Referee appropriately blows his whistle and signals, which starts the clock. When QB spikes the ball, it reads :01.2 Ruling: The quarter has expired. There was less than 3 seconds on the clock when the R signaled it to start, therefore, the clock should have been run down to 0:00.

  13. A 3/4 B-28. Team A is losing by 2 points and is out of TO’s. The game clock is running with 0:24 left in the 4th quarter. They run a draw play and get a first down. There is 0:18 on the clock when the R signals the clock to start. Team A wants to get their FG unit on the field to win the game. The QB takes the snap at 0:02 and spikes it with the clock showing 0:01. Ruling: Legal spiking of the ball. The play clock will start at 0:40, and the game clock will start on the snap. Team A should have enough time for the FG unit to get on the field and attempt the kick.

More Related