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THE CLOCK AND OVERTIME. GAME LENGTH A varsity contest consists of four periods each 12 minutes long. The teams change goals at the end of the 1 st and 3 rd periods after a 1 minute intermission.
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THE CLOCK AND OVERTIME • GAME LENGTH • A varsity contest consists of four periods each 12 minutes long. • The teams change goals at the end of the 1st and 3rd periods after a 1 minute intermission. • The halftime intermission must be a minimum of ten minutes and a maximum of 20 minutes. A mandatory 3-minute warm up period follows the conclusion of the intermission.
THE COIN TOSS • During the coin toss a maximum of 4 captains from each team may be on the field, all other players must be off the field. • Rule change 2010: The 2nd half ceremony is no longer held, after the 3:00 minute warm up, officials go to their kickoff positions.
STARTING AND STOPPING THE CLOCK • Each half begins with a free kick and the clock starts when the ball is legally touched in the field of play. • The clock does not start on 1st touching by the kicking team or if it is kicked untouched out of bounds or into the end zone. • If the clock does not start during the free kick, the clock will start when the ball is legally snapped.
STARTING THE CLOCK • On a scrimmage down, the clock starts on either the ready-for-play or on the snap • In most cases, the reason for stopping the clock determines when it will next start • The rule of thumb is the clock starts on the ready, however there are several situations that call for the clock to start on the snap. • It is important to remember on any given play, there may be more than 1 reason for the clock to stop. • Example: A runner gaining enough yards for a 1st down and also runs out of bounds. • Whenever there is more than one reason for the clock to stop and one of those reasons requires it to start on the snap, then starting on the snap prevails. The reasons for starting the clock on the snap “outrank” the reasons to start the clock on the ready. • These are commonly called Major and Minor clock stoppers.
STARTING THE CLOCK • When a major clock stopping event occurs, the clock is next started on the snap. • A minor stopping event causes the clock to start on the ready for play signal. • As mentioned earlier, if more than one event occurs on a given play, a major event takes precedence.
MAJOR CLOCK STOPPERS • 1 A period ends • 2 A charged time out • 3 A TV or Radio time out • 4 The ball goes out of bounds • 5 A forward pass (legal or illegal) is incomplete • 6 Team B is awarded a new series • 7 Either team is awarded a new series following a legal kick • 8 A score or touchback occurs • 9 An attempt to consume time illegally (3-4-6) • 10 A delay-of-game penalty is accepted
MINOR CLOCK STOPPERS • A measurement or awarding of a 1st down • An injured player • To dry or change the game ball • A heat/humidity timeout • A coach/referee conference • Any unusual delay • An attempt to conservetime illegally (3-4-6) • A sideline warning • Any other officials timeout • A dead ball following any penalty except an accepted penalty for a delay of game foul • Equipment repair • The 4 minute warning if no on-field game clock (3-3-1)
STARTING THE CLOCK • Key points to remember • 1) A change of possession does not dictate when the clock starts (it’s which team is awarded a new series after the change of possession that matters). • 2) Teams A and B retain their designation throughout the down (2-43-4). • Consider this play: B40 intercepts Team A’s pass and fumbles on the return, A70 recovers the fumble and is downed. • Ruling: Even though Team A is awarded a 1st down on the break in the continuity of downs, the clock starts on the ready. The fact that possession changed has no effect.
STARTING THE CLOCK • 3) The clock starts on the snap when either team is awarded a new series following a legal kick (3-4-3c). • Play: Team K’s punt is blocked, K23 recovers the ball behind the neutral zone and advances beyond the line to gain. • Ruling: 1st down for Team K and the clock starts on the snap. • Play: R27 muffs Team K’s punt beyond the neutral zone and K23 recovers the ball. • Ruling: Team K’s ball 1st and ten. The clock starts on the snap because of the legal kick.
STARTING THE CLOCK • 4) Following a free kick down, the clock will always start on the snap, since a new series will be awarded. It doesn’t matter if the play ends in-bounds or out-of-bounds. • 5) TV or Radio Time-outs. If the clock is stopped solely for a TV or radio timeout, it is a major clock stopper and the clock will start with the snap. In practice this will probably not happen, these TO’s are normally taken where there is a break in the game. The clock is usually already stopped for another reason.
STOPPING THE CLOCK • The major and minor clock stoppers have already been listed and won’t be repeated, however some situations need to be discussed. • 1) The clock always stops after a 4th down play. The reasons for stopping the clock will vary and depending on that reason the clock will start on the ready or the snap, but the clock will always stop after a 4th down play. • 2) The clock almost always stops after a legal kick down and starts on the snap. • Play: 3rd and 10 on the 50 ydl. Team A decides to quick kick and B70 blocks the kick. A12 recovers the kick on A’s 48 ydl and is downed there. • Ruling: A’s ball 4th and 12 on A’s 48 ydl, the clock does not stop (there is no change of possession and A did not reach the line to gain).
STOPPING THE CLOCK • Play: 3rd and 10 on the 50 ydl. Team A decides to quick kick and B70 blocks the kick. A12 recovers the kick on A’s 48 ydl and advances to B’s 35 ydl. • Ruling: The clock is stopped after the down ends (A reached the line to gain). (The clock starts on the snap, a new series is awarded after a legal kick). • If a player is discovered with an equipment discrepancy before the snap, the clock is stopped with an official’s time-out and correction is made before participation (1-5-5).
TIMEOUTS • Each team is allowed 3-timesout per half, leftover 1st half TO’s do not carry into the 2nd half. • Leftover 2nd half timeouts do not carry into overtime. • Each team is allowed 1 timeout per overtime period, unused timeouts do not carry into the next overtime period. • Timeouts may be requested at any time the ball is dead. • A team may be granted consecutive timeouts during the same dead ball period (3-5-4). • Timeouts may not be granted until any decision on a penalty has been decided (3-5-2a).
TIMEOUTS • The Head coach may request a charged time out from the side line. • The Head Coach may designate a coach to request timeouts (3-5-2a). • Any player may request a time out. • An incoming substitute becomes a player when he communicates with an official, so he may request a timeout as soon as he steps on the field (2-32-15). • The length of the team time-out is 1-minute (3-5-3).
TIMEOUTS • During a charged timeout and selected official timeouts 2-types of conferences are permitted. • One coach may enter the team huddle with 11-players inside the hash marks (Headphones for the coach only). OR • The entire team and all the coaches in front of the team box between the sideline and the nine yard marks. There is no limit on the number of coaches or substitutes who may participate in this type of conference. Players, coaches and non-players may use head phones/headsets during this type of conference (1-6-2). • There is no limit on the number of players who go to the sideline during the timeout as long as no coach is on the field for a conference.
TIMEOUTS • Only 1 type of conference may be used during any given timeout (3-5-8, 9.8.1c). • Holding an unauthorized conference is unsportsmanlike conduct (9-8-1f). • It is legal for players to go near their sidelines to communicate with coaches as long as coaching-box restrictions are observed, the players remain on the field and the game is not delayed (9-8-1f Note, 9.8.1B).
TIMEOUTS • An authorized conference may be held without a charged time out during: • 1) An official’s timeout due to heat/humidity • 2) A TV/Radio timeout • 3) Between Periods • 4) After a safety, field goal or try (not allowed after a touchdown and before a try) and before the following kickoff (3-5-8). In each of these cases up to 3-attendents, none of whom is a coach may also enter the field to attend to their team (9-8-2, 9.8.1D).
TIMEOUTS • There are several situations where a team is charged one of its 3 timeouts. • 1) If following a coach/referee conference the referee does not reverse a ruling (3-5-11). If a team does not have any timeouts left they are penalized for a delay of the game foul(3-6-2c). • 2) If a clock is stopped for the repair of player equipment and requires the assistance of a team attendant or delays the ready for play for more than 25 seconds (3-5-2b). • Note: If this occurs most officials will allow the coach a choice between removing the player for one down or taking a time out and allowing the player to remain in the game. If the team has used all its timeouts, there is no option the player must leave the game for one down. A delay of the game penalty is not assessed (3-5-6).
TIMEOUTS • If an official determines a player is injured he may take an officials timeout and the player must be removed for at least one down. • He may not remain in the game even if his team takes a timeout. If this player participates he is charged with a live ball foul for illegal participation, 15 yards previous spot (3-5-10a, 9-6-4b). • There are 2 exceptions to the removal for 1 play requirement. • Halftime intermission and overtime intermission.
DELAYING OR SUSPENDING THE GAME • The officials have the authority to delay or suspend a game if weather conditions are hazardous to the safety of the participants (3-1-5). • Lightning guidelines are on Page 8 of the rulebook. • A wet or muddy field that affects only playing conditions should not be construed as hazardous to the safety of the participants (3.1.5a). • The referee is the final authority in suspending a game however it is a good course of action to discuss the situation with game management and both head coaches before making a decision.
DELAYING OR SUSPENDING THE GAME • Any period may be shortened by agreement of both head coaches and the referee. • By the same mutual agreement, any remaining period may be shortened at any time or the game ended (3-1-3). • Games interrupted because of events beyond the control of game administration shall be continued from the point of interruption unless the teams agree to end the game with the existing score, or there are league rules which apply (3-1-4).
EXTENDING THE PERIOD If a foul is called on the last timed down of a period and the penalty is accepted, in most situations the period will be extended for an untimed down. Double fouls and inadvertent whistles both cause the period to be extended. Time does not need to expire during the down, the events only need to occur during the last timed down of any period. It doesn’t matter which team fouls, it is the replay of the down that causes the extension of the period.
EXTENDING THE PERIOD • The period is extended after a touchdown for the try (3-3-3d). • 1 situation where the down is not replayed but the period is extended is: An accepted penalty that results in a 1st down for Team A. • If a foul occurs before or during an untimed down, it is treated the same as if it occurred during the last timed down of the period.
NOT EXTENDING THE PERIOD • Accepted penalties for dead-ball fouls, non-player or unsportsmanlike conduct fouls do not extend the period. • If a foul occurs that includes a loss of down penalty any score is canceled and the period is not extended (3-3-4b), (3.3.4a-b). • The period is not extended if the defense fouls during a successful try or field goal and the offended team accepts the results of the play with enforcement of the penalty from the succeeding spot (3-3-4a). The penalty will carry over to the 1st play of the next period or overtime. • If there is an accepted penalty for a foul by the non-scoring team during a play that ends in a touchdown as time expires in the quarter, the period is not extended for the kickoff. The try will extend the period with enforcement of the penalty or enforce the foul on the kickoff to begin the next period.
DELAY OF THE GAME • The following are examples of delay of the game penalties: • Violation of the 25-second count • Deliberately advancing a dead ball • Snapping or free kicking the ball before it’s marked ready for play • Failure to properly wear legal or required player equipment when the ball is about to become live. • If a team fails to play within 2-minutes of being ordered to do so by the referee, the game is forfeited (3-6-3).
DELAY OF THE GAME • Delay at the beginning of the half. If a team is not ready to play at the beginning of a half, a 15 yard unsportsmanlike conduct shall be assessed If the field is not cleared by the home team management so that a half may start, it is a delay foul that carries a five yard penalty (3-6-4). If both teams refuse to enter the field, the home team must enter first (9-8-1g), (1.1.6).
REFEREE’S DISCRETION • 3-4-6 is a clause that supersedes any other clock rule. • The referee has wide latitude in controlling the clock if he feels a team is attempting to consume or conserve time illegally. • The last two minutes of the 1st half and the last five minutes of the game are the most likely time for a team to try to manipulate the clock.
OVERTIME • If the score is tied at the end of regulation overtime will be played (Varsity only, no exceptions). • The game clock will not be used, the 25 second clock will be operated as normal. The down indicator will be used, but the chains will not be needed. • Any dead ball or unsportsmanlike fouls that occurred after regulation play will carry into the overtime. • One timeout per team per overtime, unused timeouts from regulation do not carry, unused timeouts from each overtime do not carry into the next overtime.
OVERTIME PROCEDURES • 1 coin toss only, if multiple OT’s the choice rotates • Winner of the coin toss has 1 of 3 options: Offense, Defense or End of the field (no deferrals). • Team A begins 1st and goal from the 10 yard line. • If Team A scores a TD they will attempt the try. • Team A may only receive a 1st down by penalty (DPI, Roughing Passer, holder, kicker or snapper), it will be 1st and goal after enforcement of the penalty. OR the offensive team recovers a FG attempt in the field of play after it has been touched 1st by the opponents beyond the neutral zone. • If Team B gains possession the series for A is over. • Team B will then have the same opportunity as Team A, if the score remains tied after the 1st OT continue until you have a winner.
OVERTIME PROCEDURES • ANY QUESTIONS?