Transcript Slide 1

Timing Rules
Eric Lewis – February 2014
Major Rule References:
2-20-1
2-29-1
2-29-2
3-2-2
3-2-4
3-2-5
3-3-2
3-3-5
3-3-9
3-4-4
Penalty (Zap-10)
Game Clock
Play Clock
Timing Adjustments
Timing Devices
Minimum Time to Spike
Starting and Stopping the Clock
Injury Timeout
Helmet Comes Off
10-Second Subtraction
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.
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.
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
Play Clock:
Defense
- 0:40
Offense
- 0:25
Under 1 minute of the half
Play Clock:
Defense
- 0:40
Offense
- 0:25
ZAP-10 provisions
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
Play Clock:
Defense
- 0:40
Offense
- 0:25
Under 1 minute of the half
Play Clock:
Defense
- 0:25
Offense
- 0:25
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.
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.
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
Def Offside w/ Contact
Intentional Grounding
Backward Pass OOB to stop clock
Encroachment
Shift Converting to False Start
Inc. Illegal Forward Pass
Others??
Also, Injury or Helmet coming off
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.
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.
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.
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.