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Time RULES (Advanced)

Updated: Jan 4





GAME TIMING

DURATION OF THE GAME:

The game spans 60 minutes, divided into four 15-minute periods. In case of a tie after four periods, additional overtime periods are played as outlined in the Overtime Procedures


TWO MINUTE WARNING:

There are mandatory two-minute intervals at the end of the first half and at the end of the fourth quarter. During these breaks, all playing rules remain in effect. Only incoming substitutes or team attendants and trainers attending to player welfare are allowed on the field. The Head Coach may check on an injured player, but no assistant coach is permitted on the field.


Penalty: Unauthorized entry onto the field results in a loss of 15 yards from the succeeding spot. The Back Judge monitors the two minute warning. The Referee then signals for play to continue initiating the 25-second clock.


HALFTIME

Between the second and third periods, a 13-minute intermission occurs. Play is suspended, allowing teams to leave the field. Halftime duration is timed by the Back Judge. See 13-1-1 for non-player fouls between halves.


OFFICIAL TIME

The official time is determined by the stadium clock. The game clock operator manages the clock based on officials' signals. The Side Judge oversees game timing. If the stadium clock malfunctions, the Side Judge takes charge of official timing on the field.


Note: Game officials can correct the game clock only before the next legal snap or kick, including an untimed down or try.


STARTING A PERIOD OR HALF

SCHEDULED KICKOFF

Both teams must be on the field for the scheduled kickoff at the start of each half. Ten minutes before the kickoff, both teams must appear on the field for warm-up. Designated officiating crew members must personally notify both head coaches of the kickoff time.


Penalties:

- Delaying the start of a half: Loss of 15 yards from the kickoff spot.

- Failure to appear on the field 10 minutes before the first-half kickoff: Loss of coin-toss option for both halves and overtime, and loss of 15 yards from the kickoff spot.


COIN TOSS

Within three minutes before the first-half kickoff, the Referee, with both team captains present, tosses a coin. The visiting team captain or Referee-designated captain calls "heads" or "tails." The winner chooses between receiving the kickoff or kicking off and the choice of goal to defend.


Penalty: Failure to comply results in loss of coin-toss option for both halves and overtime, and a 15-yard penalty for the first half kickoff.


The captain who lost the pregame toss makes the first choice for the second half, unless specific conditions apply. Choices are final and must be communicated to the Referee before the second half starts.


CHANGE OF GOALS

At the end of the first and third periods, teams must switch goals. Possession, down number, ball position, and line to gain remain unchanged.


STARTING THE GAME CLOCK

FREE KICK DOWN

The game clock starts (time in) after a legal touch in the field of play following a free kick. The clock does not start if:


- The receiving team recovers in the end zone without carrying the ball into the field.

- The kicking team recovers in the field before any other legal touch.

- The receiving team signals a fair catch and successfully makes it.


SCRIMMAGE DOWN

After a timeout, the game clock starts on a scrimmage down when the ball is next snapped, with exceptions outlined for various situations.


FAIR CATCH KICK DOWN

The game clock for a fair-catch kick down starts when the ball is kicked.


STOPPING THE GAME CLOCK

The operator responsible for the game clock is required to pause the game clock (timeout) upon receiving a signal from any official or upon the operator's own confirmation:


- At the conclusion of a down featuring a free kick or fair-catch kick.

- When the kicking team successfully recovers a scrimmage kick beyond the line of scrimmage.

- When the ball goes out of bounds.

- When the ball is declared dead on or behind a goal line.

- At the conclusion of a down in which a foul occurs.

- When a forward pass is incomplete.

- At the time of a foul that results in the ball remaining dead or being immediately declared dead.

- When the Referee signals the two-minute warning for a half.

- At the end of a down during which or after there is a change of possession.

- When any official signals a timeout for any other reason.


Note: Automatic timeouts in this section cannot be extended unless a player requests a team timeout, or the Referee orders a team timeout or suspends play.


TIMEOUTS

CHARGED TEAM TIMEOUTS

The Referee will pause play while the ball is dead and announce a charged team timeout upon the request for a timeout by the head coach or any player (not a substitute) to any official. If an assistant coach signals for a timeout and it is mistakenly granted, the timeout will be acknowledged.


Three Timeouts Allowed

Each team is permitted three charged team timeouts during each half.


Timeout Durations

Charged team timeouts are set at two minutes, unless not utilized by television for a commercial break. Timeouts last for 30 seconds when the designated number of television commercials has been exhausted in a quarter, for a second charged team timeout in the same dead-ball period, or when indicated by the Referee.


Consecutive Team Timeouts

Each team can be granted a charged team timeout during the same dead-ball period. However, a second charged team timeout by either team during the same dead-ball period is prohibited. Such team timeouts may follow a Referee’s timeout or any automatic timeouts.


Penalty: If a team is granted a second timeout during the same dead-ball period, or a timeout after exhausting its three timeouts during a half: Loss of five yards.


Note: If an attempt is made to call a timeout in such situations, officials will not grant it, and play will continue. A penalty will be enforced only if the timeout is mistakenly granted. If a timeout is inadvertently granted, it will be charged to the team, and the penalty will also be enforced. After enforcement, all normal rules regarding the game and play clock will apply, except that if time is in, the game clock shall start with the ready-for-play signal.


For a timeout charged to the defense, the play clock is reset to 40 seconds.


Unsportsmanlike Conduct

Trying to call an excess team timeout or a second timeout in the same dead-ball period by Team B to "freeze" a kicker will be deemed unsportsmanlike conduct, resulting in a 15-yard penalty (See 12-3). This applies to field goal or Try attempts.


Note: If an attempt is made to call a timeout in such situations, officials will not grant a timeout; instead, play will continue, and a penalty will be called, with customary enforcement. If a timeout is inadvertently granted and charged, the penalty will also be enforced. See 12-3-1-w.


INJURY TIMEOUTS

If an official deems a player to be injured or if attendants from the bench come onto the field to assist an injured player, the Referee will call an injury timeout. If the ATC Spotter identifies a player requiring medical attention, the rules regarding Injury Timeouts in Article 3 and Article 4 (c) apply.


INJURY TIMEOUTS PRIOR TO TWO-MINUTE WARNING OF EITHER HALF

When an injury timeout is called, the injured player must leave the game for the completion of one down. The player will be allowed to remain in the game if:


- Either team calls a charged team timeout.

- The injury is the result of a foul by an opponent.

- The period ends or the two-minute warning occurs before the next snap.


At the conclusion of an injury timeout, the game clock will start as if the injury timeout had not occurred. If either team takes or is charged with a timeout, the clock will start on the snap.


INJURY TIMEOUTS AFTER TWO-MINUTE WARNING OF EITHER HALF

After the two-minute warning of a half, the following rules shall apply:

If a team has not used its three charged team timeouts, the team of the injured player will be charged a team timeout, unless:


  • The injury is the result of a foul by an opponent.

  • The injury occurs during a down in which there is a change of possession, a touchdown, a safety, a successful field goal, or an attempted Try.

  • If a team has used its three charged team timeouts, the Referee shall call an excess team timeout, unless:

  • The injury is the result of a foul by an opponent.

  • The injury occurs during a down in which there is a change of possession, a touchdown, a safety, a successful field goal, or an attempted Try.

  • The player must leave the game for the completion of one down unless:

  • The injury is the result of a foul by an opponent.

  • Either team calls or is charged a team timeout other than an excess timeout.


Penalty: For the second and each subsequent excess team timeout after the two-minute warning: Loss of five yards from the succeeding spot for delay of the game.


Notes:

  • No yardage penalty will be assessed for the first excess team timeout, but a 10-second runoff of the game clock may be applicable pursuant to Note 3 below.

  • At the conclusion of an excess timeout taken while time is in, the game clock shall start with the ready-for-play signal.

  • For any excess timeout charged to the defense, the play clock is reset to 40 seconds.

  • Supplemental Notes:

  • Either half can end as a result of the 10-second runoff referenced above.

  • If an injury timeout is called for both teams during or after a down, charged team timeouts and/or excess team timeouts are charged as appropriate, but no yardage or 10-second runoff penalties shall be enforced.

  • If a foul by either team occurs during a down in which there is also an injury, such foul does not affect the charging of an excess timeout, but it does prevent a 10-second runoff that may result from the excess timeout because the foul stopped the clock.

  • The Competition Committee discourages feigning injuries, with subsequent withdrawal, to obtain a timeout without penalty. Coaches are urged to cooperate in discouraging this practice.

  • There can never be a 10-second runoff against the defensive team.



REFEREE’S TIMEOUT

Provided that calling timeout is not in conflict with another rule, the Referee may suspend play and stop the clock (Referee’s timeout) at any time without penalty to either team when playing time is being consumed because of an unintentional delay. Such situations include, but are not limited to:


  • When there is the possibility of a measurement for a first down, or if the Referee is consulting with a captain about one.

  • When there is an undue pileup on the runner, or while determining possession after a fumble while time is in.

  • When there is an undue delay by officials in spotting the ball for the next snap.

  • If the snap is made before the officials can assume their positions. (See 4-6-5-b if it is a repeated act.)

  • When there is an injury to an official or member of the chain crew.

  • During an officials’ conference.

  • While repairing or replacing game equipment, except player equipment.

After a Referee’s timeout, the game clock will start as if the Referee’s timeout had not occurred.


The time remaining on the play clock shall be the same as when it stopped.


SECTION 6 - GAME CLOCK MANAGEMENT

40 SECOND PLAY CLOCK

A delay of the game is incurred if the ball is not put in play by a snap within 40 seconds after the start of the play clock. The play clock operator is responsible for timing the interval between plays based on signals from game officials. The 40-second countdown begins when a play concludes, except when Article 2 is applicable.


25 SECOND PLAY CLOCK

In certain administrative stoppages or delays, a team has 25 seconds, initiated by the Referee's whistle, to put the ball in play through a snap or a kick. Such stoppages include, but are not limited to:


  • A change of possession

  • A charged team timeout

  • The two-minute warning

  • The end of a period

  • Penalty enforcement

  • A Try

  • A Free Kick


A 25-second interval is observed in these situations, even if the 40-second clock is already running.

Note: Following a Try or a successful field-goal attempt, teams have 40 seconds to align before the ball is made ready for play, unless there is a commercial break. After the 40 seconds elapse, the 25-second play clock initiates.


INTERRUPTION OF PLAY CLOCK

If the play clock is halted before the snap for any reason, the time remaining on the play clock will be the same as when it stopped, unless:


  • The stoppage is due to a charged team timeout, the two-minute warning, the end of a period, a penalty enforcement, or an Instant Replay challenge before the two-minute warning. In such cases, the play clock resets to 25 seconds.

  • The stoppage is for an Instant Replay review resulting in a reversal. In this scenario, the play clock resets to 40 seconds, unless another rule dictates otherwise.

  • The stoppage is due to an excess timeout charged to the defense while time is in, resetting the play clock to 40 seconds.

  • There are fewer than 10 seconds remaining on the play clock, in which case it resets to 10 seconds or the exact time at the Referee's discretion.


BALL REMAINS DEAD

If the ball is not put in play within the specified period, the Back Judge signals a foul, and the ball remains dead.


OTHER DELAY OF GAME FOULS

Actions or inactions constituting delay of the game include, but are not limited to:


  • A player unnecessarily staying on a dead ball or a downed runner.

  • The snapper repeatedly snapping the ball after the neutral zone is established and before officials have adequate time to assume their positions (see 7-6-3-c).

  • Undue delay by either team in assembling after a timeout.

  • A defensive player in a stationary position within one yard of the line of scrimmage making quick, abrupt actions not part of normal defensive movement to induce an offensive player to foul (false start). Officials blow their whistles immediately. If the defender is walking or running toward the line of scrimmage in an attempt to time the snap but stops abruptly due to a delayed snap, it is not a foul for delay of game.

  • Spiking or throwing the ball in the field of play after a down has ended, except after a score.

  • Intentional contact with the football to delay the snap or the officials' ability to make the ball ready for play.

  • When a timeout is mistakenly granted. Refer to 4-5-1-Note for enforcement.


Penalty: For delay of the game: Loss of five yards:


  • From the succeeding spot if it occurs between downs. The ball remains dead.

  • From the previous spot if the ball was in play.


SECTION 7 - TIME CONSERVATION ACTIONS

ILLEGAL ACTS

Teams are prohibited from conserving time after the two-minute warning of either half through acts such as:


  • A foul by either team preventing the snap (e.g., false start, encroachment, etc.).

  • Intentional grounding.

  • An illegal forward pass thrown from beyond the line of scrimmage.

  • Throwing a backward pass out of bounds.

  • Spiking or throwing the ball in the field of play after a down has ended, except after a touchdown.

  • Any other intentional foul causing the clock to stop.


Penalty: For Illegally Conserving Time: Loss of five yards unless a larger distance penalty is applicable.


When offensive team actions mentioned above occur while time is in, officials run off 10 seconds from the game clock before allowing the ball to be put in play on the ready-for-play signal. The game clock starts on the ready-for-play signal, unless another rule specifies otherwise. If the offensive team has timeouts remaining, it can choose to use a timeout instead of a 10-second runoff, and the game clock starts on the snap after the timeout. The defense can decline the 10-second runoff and opt for enforcement of the yardage penalty, but if the yardage penalty is declined, the 10-second runoff is also declined.


For defensive team actions, the play clock resets to 40 seconds, and the game clock starts on the ready signal unless the offense prefers to start the clock on the snap. If the defense has timeouts remaining, it can choose to use a timeout instead of having the game clock started.


Notes:

  • Two successive delay penalties during the same down while time is in constitute unsportsmanlike conduct. After enforcing the 15-yard penalty, the game clock starts on the snap.

  • Certain delay acts may immediately stop the game clock. Repeated violations of the substitution rule to conserve time are considered unsportsmanlike conduct.


SUBSTITUTION VIOLATION AFTER TWO-MINUTE WARNING

After the two-minute warning of either half, if there is a violation of the substitution rule while the ball is dead and time is in, in addition to the applicable yardage penalty for illegal substitution, there will be a 10-second runoff per Article 1 above, unless it is evident that the offensive team is not trying to conserve time.


Penalty: For Illegal Substitution: Loss of five yards (unless a larger distance penalty is applicable) and a 10-second runoff.


DEFENSIVE FOULS DURING LAST 40 SECONDS

In the last 40 seconds of either half, if there is a defensive foul before the snap while time is in, the half concludes unless the defense has timeouts remaining, or the offense opts to have the Game Clock start on the snap.


REPLAY REVIEW AFTER TWO-MINUTE WARNING OF EITHER HALF

If a replay review after the two-minute warning of either half results in the on-field ruling being reversed and the correct ruling would not have stopped the game clock or would have restarted it before the next snap, officials run 10 seconds off the game clock and reset the play clock to 30 seconds before allowing the ball to be put in play on the ready-for-play signal. Neither team can decline the runoff, but either team can use a remaining timeout to prevent it.


EXTENSION OF A PERIOD OR A HALF


BALL IN PLAY

If time expires at the end of any period while the ball is in play, the period continues until the down ends.


PERIOD EXTENDED

At the opponent's discretion, a period may be extended for one untimed down if any of the following occurs during a down when time in the period expires or during which the period had been extended.


A live-ball foul by the defensive team, accepted by the offensive team, allows the extension of the period by an untimed down after penalty enforcement. If the first or third period is not extended, any accepted penalty is enforced before the start of the succeeding period.


A foul by the offense does not lead to an extension of the period. If the foul occurs on the last play of the half, an offensive score is not counted. However, the period may be extended for an untimed down upon the defense's request if the offensive team's foul is for:


  • Illegal touching of a kick.

  • Fair-catch interference.

  • A palpably unfair act.

  • A personal foul or unsportsmanlike conduct foul committed during a down before a safety, an interception of a forward pass, the recovery of a backward pass or fumble, or the offensive team failing to reach the line to gain on fourth down.

  • A foul by the kicking team before a player of the receiving team secures possession of the ball during a down with a safety kick, a scrimmage kick, or a free kick.

  • If a touchdown is scored on the last play of a period, the Try attempt must be made, except during a sudden-death period or if a touchdown is scored during a down when time in the fourth period expires, and a successful Try would not impact the game's outcome.

  • If there is no fair-catch signal and the kickers interfere with the receiver's opportunity to catch a kick, the receiving team can extend the period by a down from scrimmage.

  • If a fair catch is signaled and made, the receivers can choose to extend the period by a fair-catch kick down (10-2-4-a). If the first or third period is not extended, the receivers can begin the succeeding period with either a down from scrimmage or a fair-catch kick (11-4-3).

  • If a fair catch is signaled, and the kickers interfere with a receiver's opportunity to catch a kick, the receiving team may extend the period by either a down from scrimmage or a fair-catch kick (10-2-4-a).

  • If a safety results from a foul during the last play of a half, the score counts. A safety kick is made if requested by the receivers.

  • If a double foul occurs during the last down of either half, the period is extended by an untimed down.

    • Exceptions: The half is not extended if both fouls are dead-ball fouls, there is a major-minor double foul ("5 vs. 15"), and the major foul is by the offense, or if the major foul is a dead-ball foul by either team. The only foul by the defense is a dead-ball foul ("clean hands end of half," see 14-4-9-Exc. 1), or there is a double foul with a change of possession ("clean hands" rule, see 14-5-2) that does not involve a replay of the down.

If a double foul occurs on the last play of the first or third periods, the period is not extended. If the first or third period is extended for any reason, or if a touchdown occurs on the last play of such a period, any additional play, including a Try attempt, must be completed before the teams change goals.


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