RULE 3
Periods, Time Factors and Substitutions
SECTION 1. Start of Each Period
First and Third Periods
ARTICLE 1.
a. Each half shall start with a kickoff.
b. Three minutes before the scheduled starting time, the referee shall toss
a coin at midfield in the presence of not more than four field captains
from each team and another game official, first designating the field
captain of the visiting team to call the coin toss.
Before the second half, the referee will obtain the teams' second half
options.
c. During the coin toss, each team shall remain in the area between the
nine-yard marks and its sideline or in the team area.
The coin toss begins when the field captains leave the nine-yard
marks and ends when the captains return to the nine-yard marks.
- PENALTY -
-
Five yards from the succeeding spot
[S19].
d. The winner of the toss shall choose one of the following options:
-
1. To designate which team shall kick off.
2. To designate which goal line his team shall defend.
(Exception:
This option is not available if only one goal is being used (Rule
1-2-5-f).)
3. To defer his selection to the second half.
e. The opponent shall then choose option 1 or 2 above, as available.
f. If the winner of the toss chooses option 3 above, then after the
opponent's choice the winner selects the available option (1 or 2 above).
g. For the second half, the loser of the toss, or the winner who chooses
option 3 above, shall choose option 1 or 2 above.
The opponent then chooses the remaining available option.
Second and Fourth Periods
ARTICLE 2.
Between the first and second periods and also between the third and
fourth periods, the teams shall defend opposite goal lines.
a. The ball shall be relocated at a spot corresponding exactly, in relation
to goal lines and sidelines, to its location at the end of the preceding
period.
b. Possession of the ball, the number of the down and the distance to be
gained shall remain unchanged.
Extra Periods
ARTICLE 3.
The
NCAA
tiebreaker system will be used when a game is tied after four
periods.
(Exception:
Competitions may adopt regulations to forgo the tiebreaker system if
the scores are tied at the end of a regular season game.
In that event, the game shall be terminated and the result shall stand
as a tie.)
BAFA
football-playing rules apply, with the following exceptions:
a. Immediately after the conclusion of the fourth quarter, officials will
instruct both teams to retire to their respective team areas.
The officials will assemble at the
midfield
line and review the tiebreaker procedures.
b. The officials will escort the captains (Rule 3-1-1) to the
centre of the field for the coin toss.
The referee shall toss a coin at midfield in the presence of not more
than four field captains from each team and another game official, first
designating the field captain of the visiting team to call the coin
toss.
The winner of the toss may not defer the choice and shall choose one of
the following options:
-
1. Offense or defense, with the offense at the opponent's 25-yard line to
start the first possession series.
2. Which end of the field shall be used for both possession series of that
overtime period.
c. The loser of the toss shall exercise the remaining option for the first
extra period and shall have the first choice of the two options for
subsequent even-numbered extra periods.
d. Extra periods:
An extra period shall consist of two possession series with each team
putting the ball in play by a snap on or between the hash marks on
the designated 25-yard line (unless relocated by penalty), which becomes
the opponent's 25-yard line.
The snap shall be from midway between the hash marks, unless the offensive
team selects a different position on or between the hash marks before
the ready-for-play signal.
After the ready-for-play signal, the ball may be relocated after a charged
team timeout, unless preceded by a Team A foul or offsetting fouls.
e. Possession series:
Each team retains the ball during a possession series until it scores
or fails to make a first down.
The ball remains alive after a change of team possession until it is
declared dead.
However, Team A may not have a first and 10 if it again possesses the
ball after a change of team possession.
(A.R. 3-1-3:I-IX)
Team A and B designations are the same as defined in Rule 2-27-1.
f. Scoring:
The team scoring the greater number of points during the regulation and
extra periods shall be declared the winner.
There shall be an equal number of possession series, as described in (e)
above, in each extra period, unless Team B scores other than on the try.
Beginning with the third extra period, teams scoring a touchdown must
attempt a two-point try.
Although not illegal, a one-point try attempt by Team A will not score
a point.
(A.R. 3-1-3:X)
g. Fouls after a change of team possession
(A.R. 3-1-3:XI-XIV):
-
1.
Penalties against either team are declined by rule in extra periods
(Exceptions:
Penalties for flagrant personal fouls, unsportsmanlike conduct fouls,
dead-ball personal fouls and live-ball fouls treated as dead-ball fouls
are enforced on the succeeding play).
2.
A score by a team committing a foul during the down is cancelled.
3.
If both teams foul during the down and Team B had not fouled before the
change of possession, the fouls cancel and the down is not repeated.
h. Timeouts:
Each team shall be allowed one timeout for each extra period.
Timeouts not used during the regulation periods may not be carried
over into the extra period(s).
Unused extra period timeouts may not be
carried over to other extra periods.
Timeouts between periods shall be
charged to the succeeding period.
Radio and television timeouts are permitted only between extra periods
(first and second, second and third, etc.).
Charged team timeouts may
not be extended for radio and television purposes.
The extra period(s)
begins when the ball is first snapped.
Approved Ruling
3-1-3
-
Other than on the try, Team B scores a touchdown after intercepting
a forward pass, intercepting or recovering a backward pass or fumble,
or returning a blocked field goal attempt.
RULING:
Period and game are ended, and Team B is the winner.
[Cited by 3-1-3-e]
-
During the first possession series of a period, Team B intercepts a
forward pass, or intercepts or recovers a fumble or a backward pass,
and does not score a touchdown.
RULING:
Team A's possession series is ended and Team B starts its series.
Team B becomes Team A when the referee declares the ball ready for
play.
[Cited by 3-1-3-e]
-
During the first possession series of a period, Team A's field goal
attempt is blocked and does not cross the neutral zone.
Team A recovers the ball and runs for a touchdown.
RULING:
Six points for Team A.
Team B begins its possession series after the try.
[Cited by 3-1-3-e]
-
Team A's field goal attempt is blocked and does not cross the neutral
zone.
A23 recovers the ball and is tackled beyond the line to gain.
RULING:
Team A retains the ball to continue its possession series.
First and 10.
[Cited by 3-1-3-e]
-
On first, second or third down, Team A's field goal attempt is blocked
and does not cross the neutral zone.
A23 recovers the ball and is tackled short of the line to gain.
RULING:
Team A's ball, next down.
[Cited by 3-1-3-e]
-
During the first possession series of a period, Team B gains possession
and then loses possession to Team A, which (a) scores a touchdown; (b)
does not score a touchdown.
RULING:
(a)
The score counts.
In both (a) and (b), Team A's possession series ends and Team B begins
its possession series.
[Cited by 3-1-3-e]
-
During the first possession series of a period, Team A fumbles into Team
B's end zone on second down of a series.
Team B recovers and downs the ball in its end zone.
RULING:
Team A's possession series is ended.
Team B begins its possession series.
[Cited by 3-1-3-e]
-
During the first possession series of a period, B10 intercepts a
forward pass on his six-yard line and downs the ball in his end zone.
RULING:
Safety: two points for Team A.
Team A's possession series is over.
Team B will put the ball in play, first and 10 on the 25-yard line at
the same end of the field.
[Cited by 3-1-3-e]
-
Team A's field-goal attempt is untouched beyond the neutral zone until
B17 muffs it at the five-yard line.
A75 recovers at the three-yard line.
RULING:
Team A's possession series continues; first down for Team A at the
three-yard line.
[Cited by 3-1-3-e]
-
On the first possession series of a period, Team A scores a touchdown.
On the try, Team B intercepts a pass and returns it for a two-point
touchdown.
RULING:
Team B starts its possession series at the 25-yard line with Team A
leading in the overtime score 6-2.
[Cited by 3-1-3-f]
-
After the end of the first possession series by Team A, Team B commits
a dead-ball foul.
RULING:
Team B starts its possession series on the 40-yard line, first and 10.
[Cited by 3-1-3-g]
-
During the first possession series of a period, A12 throws a forward
pass and Team A is flagged for an illegal shift.
B25 intercepts the pass, and B38 clips before B25 crosses Team A's
goal line.
RULING:
Score not allowed.
The fouls offset and the down is not repeated.
Team A's possession series is ended, and Team B begins its possession
series at the 25-yard line.
The penalty is not carried over.
[Cited by 3-1-3-g]
-
During the second possession series of a period, B25 intercepts a pass
and carries the ball across Team A's goal line.
During the run, B79 clips at midfield.
RULING:
No touchdown.
Either the game is over, or the next period will start with first and
10 at the 25-yard line, since the penalty is not carried over.
[Cited by 3-1-3-g]
-
During the first possession series B37 intercepts a forward pass and
has a clear field to the goal line when he makes an obscene gesture
toward the nearest opponent.
RULING:
Team B's score is cancelled and the penalty is carried over.
Team B begins its possession series on the 40-yard line, first and 10.
(Rules 3-1-3, 3-1-3-g-1 and 3-1-3-g-2).
[Cited by 3-1-3-g]
SECTION 2. Playing Time and Intermissions
Length of Periods and Intermissions
ARTICLE 1.
The
maximum
total playing time in a
game shall be
60
minutes, divided into four periods of
15
minutes each,
with one-minute intermissions between the first and second periods
(first half) and between the third and fourth periods (second half)
(Exception:
A one-minute intermission between the first and second and the third and
fourth periods may be extended for radio and television timeouts).
Competitions
may adopt regulations to set the maximum playing time in a game to 60,
48, 40 or 32 minutes, provided the four periods are of equal length.
a.
No period shall end until the ball is dead and the referee declares the
period ended
[S14].
b. The intermission between halves shall be 20 minutes, unless altered
before the game by mutual agreement of the administrations of both
teams.
Immediately after the second period ends, the referee should begin the
intermission by signalling to start the game clock
[S2].
c. It is strongly recommended that game management schedule the kickoff
time no later than four hours before darkness (defined as the time
of local sunset or the time at which any artificial lights must be
switched off).
d. If a game (delayed by five or more minutes) kicks off less than 3½
hours before darkness, playing time shall be limited to a maximum of
48 minutes.
(A.R. 3-2-1:I)
e. If a game (delayed by five or more minutes) kicks off less than 3 hours
before darkness, playing time shall be limited to a maximum of 40 minutes.
(A.R. 3-2-1:I)
- REPORT -
-
Playing time shortened due to darkness.
Approved Ruling
3-2-1
-
A game is scheduled with a kickoff time 3 hours before darkness.
(a) It kicks off on schedule.
(b) The kickoff is delayed by 5 or more minutes.
RULING:
(a) The playing time will be as determined by the competition
(60
minutes by default).
(b) The playing time will be limited to a maximum of 40 minutes.
[Cited by 3-2-1-d, 3-2-1-e]
Timing Adjustments
ARTICLE 2.
Before the game starts, playing time and the intermission between halves
may be shortened by the referee if
he is of the opinion that darkness may interfere with the game.
The four periods must be of equal length if the game is shortened before
its start.
a. Any time during the game, the playing time of any remaining period or
periods and the intermission between halves may be shortened by mutual
agreement of the opposing head coaches and the referee.
(A.R. 3-2-2:I)
b. Timing errors on the game clock may be corrected but only in the period
in which they occur.
c.
If the referee has positive knowledge of the elapsed time, he will reset
and appropriately start the game clock.
d. Timing errors on a play clock may be corrected by the referee.
The play clock shall start again (Rule 2-29-2).
e. When the play-clock count is interrupted by circumstances beyond the
control of either team (without positive knowledge of game clock elapsed
time), a new count shall be started and the game clock shall start per
Rule 3-2-4-b.
f.
The 40/25-second clock is not started when the game clock is running with
fewer than 40 or 25 seconds, respectively, in a period.
g. The game clock should not be stopped if the play clock is started
in conflict with paragraph f above.
h. Timing adjustments for games using Instant Replay are governed by Rule
12-3-5.
Approved Ruling
3-2-2
-
At halftime the score is 56-0.
The
head
coaches and the referee agree that the third and fourth quarters should
be shortened to
10
minutes each.
RULING:
The remaining quarters may be shortened to
10
minutes each.
[Cited by 3-2-2-a]
Extension of Periods
ARTICLE 3.
a.
A period shall be extended for an untimed down
if one or more of the following occurs during a down in which time expires
(A.R. 3-2-3:I-VIII):
-
1.
A penalty is accepted for a live-ball foul(s).
(Exception:
Rule 10-2-5-a ).
The period is
not
extended if the foul is by the team in possession and the statement of
the penalty includes loss of down.
(A.R. 3-2-3:VIII)
2. There are offsetting fouls.
3. An official sounds his whistle inadvertently or otherwise incorrectly
signals the ball dead.
b. Additional untimed downs
will be played until a down is free of the circumstances in statements 1,
2 and 3 of Rule 3-2-3-a (above).
c. If a touchdown is scored during a down in which time expires, the period
is extended for the try
(Exception:
Rule 8-3-2-a).
Approved Ruling
3-2-3
-
During the extension of a period after the ball is ready for play and
before the snap, Team A commits a foul.
RULING:
Dead-ball foul.
Team A is penalised for the foul and is entitled to complete the down.
[Cited by 3-2-3-a]
-
Time expires during Team A's free kick.
A1 is offside on the kick.
RULING:
Penalty - Five yards from the previous spot, the end of Team B's run,
or the touchback spot, and the period is extended.
Repeat the free kick or Team B is awarded an untimed down.
[Cited by 3-2-3-a]
-
Time expires during Team A's attempted field goal.
Team B was offside.
RULING:
Penalty - Five yards from the previous spot, the period is
extended (Rule 10-2-2-d-4-a).
[Cited by 3-2-3-a]
-
A Team A player interferes with the opportunity to catch a kick (not a
try) during a down in which time expires.
RULING:
Penalty - 15 yards from the spot of the foul.
The period is extended.
[Cited by 3-2-3-a]
-
Team A scores a touchdown during a down in which time expires.
After the touchdown, but before the try, either team fouls.
RULING:
The period is extended only for the try.
The penalty may be enforced on the try or the succeeding kickoff, which
is in the next period.
[Cited by 10-2-5-c, 3-2-3-a]
-
Team A scores a touchdown during a down in which time expires.
During Team A's successful try, Team B fouls.
RULING:
The period is not extended for the kickoff.
Team A may accept the penalty and repeat the try, or decline the penalty
and accept the score.
Penalties for personal fouls and unsportsmanlike conduct may be enforced
on the subsequent kickoff or the succeeding spot in extra periods.
[Cited by 10-2-5-e, 3-2-3-a, 8-3-3-b-1]
-
Team A scores a touchdown during a down in which time expires.
After the try ends, either team commits a dead-ball foul.
RULING:
The try may be repeated due to an accepted penalty for a live-ball foul
that occurred during the try; the penalty for the dead-ball foul will
then also be enforced on the repeated try.
The period is not extended to enforce a penalty for a dead-ball foul.
If accepted, this penalty must be enforced on the kickoff to start the
next period
or at the succeeding spot in extra periods
[Cited by 10-2-5-e, 3-2-3-a, 8-3-3-d-2, 8-3-5]
-
Time expires in the first half on a play in which A12 is beyond the
neutral zone when he completes a pass to A88 in Team B's end zone.
RULING:
Team B accepts the penalty to nullify the score, but the period is not
extended because the penalty includes loss of down.
The first half ends.
[Cited by 3-2-3-a-1, 3-2-3-a]
Timing Devices
ARTICLE 4.
a. Game clock.
Playing time shall be kept with a game clock that may be either a stop
watch operated by
the line judge, back judge, field judge or side judge,
or a game clock operated by an assistant under the direction of the
appropriate judge.
The type of game clock shall be determined by the game management.
b.
40-Second Clock.
-
1. When an official signals that the ball is dead, the play clock shall
begin a 40-second count.
2. If the 40-second clock does not start or the count is interrupted for
reasons beyond the control of the officials or the play-clock operator
(e.g. clock malfunction), the referee shall stop the game clock and signal
(both palms open in an over-the-head pumping motion) that the play clock
should be reset at 40 seconds and started immediately.
3.
In the event that the 40-second clock is running and the ball is not
ready to be snapped after 20 seconds into the count, the referee shall
declare a timeout and signal that the play clock be set at 25 seconds.
When play is to be resumed, the referee will give the ready-for-play
signal [S1] and the play clock shall begin the 25-second count.
The game clock will start on the snap unless it had been running when
the referee declared a timeout; in that case, it will start on the
referee's signal (Rule 3-3-2-f).
c.
25-Second Clock.
If the officials signal the game clock to be stopped for any of the
following reasons, the referee shall signal (one open palm in an
over-the-head pumping motion) that the clock should be set at 25
seconds:
-
1. Penalty administration.
2. Charged team timeout.
3. Media timeout.
4.
Injury timeout for a player of the offensive team only.
The play clock is set to 40 seconds for an injury to a player of the
defensive team.
5. Measurement.
6. Team B is awarded a first down.
7. After a kick down.
8. Score.
9. Start of each period.
10. Start of a team's possession series in an extra period.
11. Instant replay review.
12. Other administrative stoppage.
13. An offensive player's helmet comes completely off through play.
The play clock is set to 40 seconds if the helmet comes completely off a
player of the defensive team.
When play is to be resumed, the referee will give the ready-for-play
signal [S1] and the play clock will begin the 25-second count.
d. Device malfunction.
If a visual 40/25-second timing device becomes inoperative, both
coaches shall be notified by the referee immediately and both clocks
shall be turned off.
SECTION 3. Timeouts: Starting and Stopping the Clock
Timeout
ARTICLE 1.
a. An official shall signal timeout when the rules provide for stopping
the clock or when a timeout is charged to a team or to the referee.
Other officials should repeat timeout signals.
The referee may declare and charge himself with a discretionary timeout
for any contingency not elsewhere covered by the rules.
(A.R. 3-3-1:IV)
b. When a team's charged timeouts are exhausted and it requests a timeout,
the official shall not acknowledge the request (Rule 3-3-4).
c. Once the game begins, players shall not practice with a ball on the
field of play or the end zones except during the half-time intermission.
Approved Ruling
3-3-1
-
On third and 2½, A45 fumbles a live ball after gaining three yards.
The officials cannot determine who has recovered the fumble, so the line
judge signals the clock to stop while the ball is being located.
A45 is found to be in possession of the ball and (a) has not made his
line to gain or (b) has made his line to gain.
RULING:
The 40-second clock
starts when the ball is declared dead.
(a) The referee immediately will signal the game clock to start.
(b) The game clock will start on the referee's signal when the ball is
ready for play.
-
On second and 14, A45 gains six yards and is downed
with the ball in his possession.
The linesman, mistaking the back stake of the line-to-gain chain for the
front stake, erroneously signals the clock to stop.
RULING:
As soon as the error is detected by any official, the signal to start
the clock shall be given by the game official detecting the error.
-
Team A fumbles or the ball is loose after a backward pass.
Several players dive on the ball, creating a "pile".
RULING:
The covering official(s) shall stop the clock and the 40-second clock
shall start.
Upon positive knowledge of who recovered, the referee will point in the
direction governed by possession and start the game clock (a) immediately
if Team A has recovered short of the line to gain (no first down), or
(b) on the snap if Team B has recovered.
[Cited by 3-3-2-e-8]
-
A shoelace, padlace, jersey, number or equipment breaks or tears.
RULING:
No referee's discretionary timeout permitted for repair or replacement.
[Cited by 3-3-1-a]
Starting and Stopping the Clock
ARTICLE 2.
If the margin in the score is more than 34 points, a
running clock
will apply.
The clock will stop only for reasons marked * below.
For other events listed here, the clock will keep running.
Competitions may adopt regulations to
1. forgo the rule
in the first half of a game;
2. reduce the score margin below 34 points.
(A.R. 3-3-2:VIII-XI)
a.
Free Kick.
After the ball is free-kicked, the game clock shall be started on an
official's signal when the ball is legally touched in the field of play,
or when it crosses the goal line after being touched legally by Team B
in its end zone.
It is subsequently stopped on an official's signal when the ball is dead
by rule.
(A.R. 3-3-2:VII)
b. Scrimmage Down.
When a period begins with a scrimmage down, the game clock shall be
started when the ball is legally snapped.
On all other scrimmage downs, the game clock shall be started when the
ball is legally snapped (Rule 3-3-2-d) or on a prior signal
by the referee (Rule 3-3-2-e).
The game clock shall not run during a try, during an extension of a
period or during an extra period.
(A.R. 3-3-2:I-IV)
c.
After a Score.
The game clock shall stop on an official's signal after a touchdown,
field goal or safety.
It shall be started again as in (a) above unless an accepted penalty
erases the score
and the next play is a scrimmage down,
in which case it shall be started when the ball is legally snapped.
d.
Starts on the Snap.
For each of the following, the game clock is stopped on an official's
signal.
If the next play begins with a snap, the game clock will start on the
snap:
-
1. Touchback.
2. With fewer than two minutes remaining in a half a Team A ball carrier,
fumble or backward pass is ruled out of bounds.
(Exception:
After a Team A forward fumble, the clock starts on the referee's signal.)
3.
Team B is awarded a first down and will next snap the ball.
(A.R. 3-3-2:V)
4.
A forward pass is ruled incomplete.
5. A team is granted a charged timeout.
*
6. The ball becomes illegal.
*
7. Violation of a rule for mandatory equipment (Rule 1-4-4)
or illegal equipment (Rule 1-4-7).
*
8.
A legal kick down ends.
(A.R. 3-3-2:VI)
9. A return kick is made.
10. A scrimmage kick is made beyond the neutral zone.
11. Team A commits a delay-of-game foul while in a scrimmage kick
formation.
12. A period ends.
*
e.
Starts on the Referee's Signal.
For each of the following reasons, the game clock is stopped on an
official's signal.
If the next play begins with a snap, the game clock will start on the
referee's signal:
-
1.
Team A is awarded a first down, either through play or by penalty.
2.
A Team A forward fumble goes out of bounds.
3. Other than with fewer than two minutes remaining in a half,
a Team A ball carrier, fumble or backward pass is ruled out of bounds.
4.
To complete a penalty
(Exception:
Rule 3-4-5-b).
*
5. An injury timeout is allowed for one or more players or an official.
(A.R. 3-3-5:I-V)
*
6. An inadvertent whistle is sounded.
7. A possible first-down measurement.
*
8. A delay in making the ball ready for play is caused by both teams.
(A.R. 3-3-1:III)
9. A live ball comes into possession of an official.
10. A head coach's conference or instant-replay challenge is requested.
*
11. The referee grants a media timeout.
*
12. The referee declares a discretionary timeout.
*
13. The referee declares a timeout for unfair noise (Rule
9-2-1-b-5).
14.
An illegal pass is thrown to conserve time
(A.R. 7-3-2:II-VII)
(Exception:
Rule 3-4-5-b).
15. The referee interrupts the 40/25-second count.
16. A player's helmet comes completely off through play.
17. When either team commits a dead-ball foul.
*
f.
Snap Supercedes Referee's Signal.
Whenever one or more incidents that cause the game clock to be started
on the referee's signal (Rule 3-3-2-e) occur in conjunction
with any that cause it to be started on the snap (Rules 3-3-2-c
and 3-3-2-d), it shall be started on the snap.
(Exception:
Rule 3-4-5.)
Approved Ruling
3-3-2
-
Fourth and six.
Team A's running play, which ends inbounds, gains (a) eight yards or (b)
five yards.
B1 is offside during the play.
RULING:
(a) Team A's ball.
First and 10.
The clock starts on the referee's signal.
(b) Team A's ball.
Fourth and one.
The clock starts on the referee's signal.
(Rules 3-3-2-e-1 and 3-3-2-e-4)
[Cited by 3-3-2-b]
-
Fourth and four.
Team A's running play, which ends inbounds, gains (a) six yards or (b)
three yards.
B1 is offside during the play.
RULING:
(a) Team A's ball.
First and 10.
The clock starts on the referee's signal.
(b) Team A's ball.
First and 10 after accepting the penalty.
The clock starts on the referee's signal.
[Cited by 3-3-2-b]
-
Third and four.
Team A's pass is intercepted by B1, who is downed inbounds.
B2 was offside during the play.
RULING:
Team A's ball.
First and 10.
The clock starts on the referee's signal.
Although the clock was stopped to award Team B a first down, Team B will
not next snap the ball.
[Cited by 3-3-2-b]
-
Late in the second or fourth quarter, ball carrier A37 goes out of
bounds.
When the game clock is stopped it reads (a) 2:00 or (b) 1:59.
RULING:
(a)
If there is a two-minute warning, the game clock will start on the snap.
Otherwise, the
game clock starts on the referee's signal when the ball is ready for play.
(b) The game clock starts on the snap.
[Cited by 3-3-2-b]
-
Late in the second or fourth quarter, Team A has second and eight.
B44 intercepts a legal forward pass and carries the ball out of bounds.
B79 is in the neutral zone at the snap.
When the game clock is stopped it reads (a) 2:00, or (b) 1:59.
RULING:
Team A accepts the penalty and retains possession of the ball.
In both (a) and (b)
if there is a two-minute warning, the game clock will start on the snap.
Otherwise,
the game clock starts on the referee's signal,
because Team B will not next snap the ball.
[Cited by 3-3-2-d-3]
-
Fourth and eight 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 at the B-3, first and goal.
The game clock starts on the snap because of the legal kick play.
(Rules 3-3-2-d-8, 3-3-2-e-1, 3-3-2-f)
[Cited by 3-3-2-d-8]
-
Team A kicks off to start the game and the kick receiver (a) makes a fair
catch; (b) first touches the ball when he recovers it with his knee on
the ground.
RULING:
No time runs off the clock.
Team B will have first and 10 with the game clock reading
15:00.
[Cited by 3-3-2-a]
-
The score is 35-0.
The trailing team scores a touchdown to make the score 35-6.
RULING:
The clock stops when the touchdown is scored -- the margin is no longer
more than 34 points.
Normal clock rules then apply unless/until the leading team increases
the lead to more than 34 points again.
[Cited by 3-3-2 Exception 2]
-
The score is 41-0.
The trailing team scores a touchdown to make the score 41-6.
Then they kick the extra point to make the score 41-7.
RULING:
The clock stops when the try is scored -- it is only then that the
margin drops to 34 points.
[Cited by 3-3-2 Exception 2]
-
The score is 30-0.
The leading team scores a touchdown to make the score 36-0.
RULING:
The clock does not stop.
[Cited by 3-3-2 Exception 2]
-
The score is 28-0.
The leading team scores a touchdown to make the score 34-0.
Then they score a try touchdown to make the score 36-0.
RULING:
The clock was stopped for the original touchdown and will restart when
the ball is first legally touched after the ensuing free kick, and will
not stop again until one of the events marked * occurs.
[Cited by 3-3-2 Exception 2]
Suspending the game
ARTICLE 3.
a.
The referee may suspend the game temporarily when conditions warrant
such action.
b.
When the game is stopped by actions of a person(s) not subject to the
rules or for any other reasons not in the rules and cannot continue, the
referee shall:
-
1. Suspend play and direct the players to their team areas.
2. Refer the problem to those responsible for the game's management.
3. Resume the game when he determines conditions are satisfactory.
c. If a game is suspended under Rules 3-3-3-a and b before the
end of the fourth period and cannot be resumed, there are four possible
options:
-
1. Resume the game at a later date;
2. Terminate the game with a determined final score;
3. Forfeit of the game; or
4. Declare a no contest.
The option that takes effect shall be determined by
competition regulations.
d. If a game is suspended under Rules 3-3-3-a and b after four
periods of play and cannot be resumed, the game shall be ruled a tie.
The final score shall be the score at the end of the last completed
period.
(Note:
If a winner must be determined in a
competition
playoff game,
competition
policy shall determine when and where the game will be resumed.)
e. A suspended game, if resumed, will begin with the same time remaining
and under the identical conditions of down, distance, field position and
player eligibility.
Charged Team Timeouts
ARTICLE 4.
When timeouts are not exhausted, an official shall allow a charged team
timeout when requested by any player or head coach when the ball is dead.
a. Each team is entitled to three charged team timeouts during each half.
b.
After the ball is declared dead and before the snap, a legal substitute
may request a timeout if he is between the nine-yard marks.
(A.R. 3-3-4:I)
c.
A player who participated during the previous down may request a timeout
between the time the ball is declared dead and the snap without being
between the nine-yard marks.
(A.R. 3-3-4:I)
d.
A head coach who is in, or in the vicinity of, his team area or coaching
box may request a timeout between the time the ball is declared dead
and the next snap.
e.
A player, incoming substitute or head coach may request a head coach's
conference with the referee if the coach believes a rule has been
enforced improperly.
If the rule enforcement is not changed, the coach's
team will be charged a timeout, or a delay penalty if all timeouts have
been used.
-
1. Only the referee may stop the clock for a head coach's conference.
2.
A request for a head coach's conference or challenge must be made
before the ball is snapped or free-kicked for the next play and before
the end of the second or fourth period (Rule 5-2-9).
3.
After a head coach's conference or challenge, the full team timeout is
granted if charged by the referee.
Approved Ruling
3-3-4
-
Before the snap, a legal substitute of either team running from the
bench requests a timeout before being within the nine-yard marks.
He then requests a timeout again after being within the nine-yard marks.
RULING:
Initial timeout request not granted.
Second request granted (Rule 7-1-3-b).
[Cited by 3-3-4-b, 3-3-4-c, 7-1-3-b-1]
Injury Timeout
ARTICLE 5.
a. In the event of an injured player(s):
-
1. An official will declare a timeout and the player(s) must leave the game.
He must remain out of the game for at least one down.
When in question, officials will take a timeout for an injured player.
2. The player(s) may not return to the game until he receives approval of
medical personnel designated by his
team.
3. Officials, coaches and trainers
shall give special attention to players who exhibit signs of a concussion.
(See Appendix C.)
4.
Whenever a participant (player or game official) is bleeding, has blood
saturated on the uniform, or has blood on exposed skin,
the player or game official shall go to the team area and be given
appropriate medical treatment.
He may not return to the game without approval of medical personnel.
(A.R. 3-3-5:I-VII)
b. To curtail a possible time-gaining advantage by feigning injuries,
attention is directed to the strongly worded statement in "The Football
Code" (Coaching Ethics,
paragraph
h).
c. An injury timeout may follow a charged team timeout.
d. The referee will declare a timeout for an injured official.
e. Following a timeout for an injured player of the defensive team, the
play clock shall be set at 40 seconds.
f. There may be a 10-second subtraction after a player injury.
-
1. If the player injury is the only reason for stopping the clock (other
than his or a teammate's helmet coming off, Rule 3-3-9)
with less than one minute in the half, the opponent has the option of
a 10-second
subtraction.
Rule 3-4-5 applies.
2. The play clock will be set at 40 seconds for an injury to a player of
the defensive team and at 25 seconds for an injury to a player of the
offensive team (Rule 3-2-4-c-4).
(A.R. 3-3-5:VIII and IX)
Approved Ruling
3-3-5
-
At the end of a play, with the game clock running, the referee notices
that A22 is bleeding.
RULING:
The referee stops the clock and declares an injury timeout.
A22 leaves the field of play (or the end zone) for treatment
by appropriate medical personnel.
Unless there is also an injury to a Team B player the play clock is set
to 25 seconds and starts on the ready-for-play signal (Rule 3-2-4-c-4).
[Cited by 3-3-2-e-5, 3-3-5-a-4]
-
After being treated for a bleeding or oozing wound, A22 (A.R. 3-3-5:I)
attempts to enter the game before the next snap.
RULING:
A22 must remain out of the game for one play.
In any event, he may return only on the approval of his team's
medical personnel.
[Cited by 3-3-2-e-5, 3-3-5-a-4]
-
B52's jersey has blood spots on it.
RULING:
Unless the official determines that the jersey is saturated with blood,
B52 may remain in the game.
(Note:
Saturated is defined as soaked with moisture or drenched.
If blood has penetrated through a garment to the skin or can be
transferred to another player or game official, the garment is
saturated.)
[Cited by 3-3-2-e-5, 3-3-5-a-4]
-
An official notices that blood has soaked through B10's jersey.
RULING:
B10 must leave the game until medical personnel have determined if the
jersey must be replaced.
[Cited by 3-3-2-e-5, 3-3-5-a-4]
-
B10 tackles A12.
An official determines that B10's jersey is saturated with blood from a
cut on A12's arm.
RULING:
Both players must leave the game - A12 for treatment of his open
wound, B10 for a determination by medical personnel as to whether he has
to replace his jersey.
[Cited by 3-3-2-e-5, 3-3-5-a-4]
-
During a dead-ball interval, A85 notices a bleeding cut on his arm.
He voluntarily goes to the team area and is replaced by A88.
RULING:
This is a legal substitution and there is no variation in game timing.
A85 may return to the game after the injury has been treated, but he
must adhere to substitution rules.
[Cited by 3-3-5-a-4]
-
On second down the Team A ball carrier is tackled inbounds.
The clock is then stopped for an injury to a player of Team B.
(a) No other players are injured on the play.
(b) There is also an injury to a player of Team A.
(c) The referee grants a media timeout.
RULING:
In (a), (b) and (c) upon preparing to resume play the referee will
indicate that the play clock be set to 40 seconds.
Both the play clock and the game clock will start on the ready-for-play
signal.
[Cited by 3-3-5-a-4]
-
Late in the half, ball carrier A35 is tackled.
B79 goes to the ground with an injury, and the officials stop the game
clock, which shows (a) 12 seconds; (b) eight seconds.
RULING:
Team A has the option of a 10-second
subtraction.
If there is no 10-second
subtraction
the game clock starts on the snap.
If Team A accepts the option, (a) there will be two seconds on the game
clock which will start on the referee's signal; (b) time in the half has
expired.
[Cited by 3-3-5-f-2]
-
Late in the half, ball carrier A35 is tackled beyond the line to gain.
B79 goes to the ground with an injury.
RULING:
There is no option for a 10-second
subtraction
because the game clock stops on the first down as well as the injury.
The game clock starts on the referee's signal.
[Cited by 3-3-5-f-2]
Violation Timeouts
ARTICLE 6.
For noncompliance with Rules 1-4-7, 1-4-8 or
9-2-2-d during a down, or noncompliance with Rule
3-3-4-e while the ball is dead, a timeout shall be charged
to a team at the succeeding spot (Rule 3-4-2-b-2).
Length of Timeouts
ARTICLE 7.
a.
A charged full team timeout requested by any player or head coach shall
not exceed one minute 30 seconds
(Exception:
Rule 3-3-4-e-3).
This includes the 25-second play clock interval.
b.
For live televised games only, a charged team timeout shall be 30 seconds
plus the 25-second play clock interval.
c.
Any charged team timeout shall be 30 seconds in duration upon a visual
signal of the hands touching the shoulders, made by the head coach of
the team requesting the timeout.
The signal must be made promptly after the timeout is requested.
d. Other timeouts shall be not longer than the referee deems necessary to
fulfill the purpose for which they are declared, including a radio or TV
timeout, but any timeout may be extended by the referee for the benefit
of an injured player (Refer to Appendix A for the guidelines for game
officials to use during a serious on-field player injury).
e. If the team charged with a one-minute 30-second team timeout wishes to
resume play before the expiration of one minute and its opponent
indicates readiness, the referee will declare the ball ready for play.
f. The length of a referee's timeout depends on the circumstances of each
timeout.
g. Penalty options must be exercised before a team timeout.
h.
The intermission after a safety, try or successful field goal shall be
not more than one minute.
It may be extended for radio or television.
Referee's Notification
ARTICLE 8.
During a full team timeout (Rule 3-3-7-a) the referee shall
notify both teams after one minute.
Five seconds later he shall declare the ball ready for play.
During a 30-second team timeout (Rule 3-3-7-b or
3-3-7-c) the referee shall notify both teams after 30 seconds.
Five seconds later he shall declare the ball ready for play.
a. When a third timeout is charged to a team in either half, the referee
shall notify the field captain and head coach of that team.
b.
Unless a visual game clock is the official timepiece, the referee also shall
inform each field captain and head coach when
two minutes or less
of playing time remain in each half.
He may order the clock stopped for that purpose.
If the game clock is running at 2'00 and the ball is dead, the clock
shall be stopped and the two-minute warning given then.
If the ball is live at 2'00, the two-minute warning shall be given after
the ball becomes dead.
-
1.
The play clock may be interrupted for this purpose and shall then be
reset to 25 seconds.
2.
The clock starts on the snap after the two-minute notification.
3. Competitions may adopt regulations that even if a visual game clock is
the official timepiece, a two-minute warning shall still be given.
c.
If a visual game clock is not the official timing device during the last two
minutes of each half, the referee or his representative shall notify each
captain and head coach of the time remaining each time the clock is
stopped by rule.
Also, a representative may leave the team area along
the limit line to relay timing information under these conditions.
Helmet Comes Off -- Timeout
ARTICLE 9.
a. If a player's helmet comes completely off through play, other than as
the direct result of a foul by an opponent, the player must leave the
game for the next down.
The game clock will stop at the end of the down.
The player may remain in the game if his team is granted a charged
timeout.
b. When the helmet coming off is the only reason for stopping the clock,
other than due to an injury to the player or his teammate (Rule
3-3-5), the following conditions apply
(A.R. 3-3-9:I-III):
-
1. With one minute or more remaining in either half the play clock will be
set at 25 seconds if the player is on offense and at 40 seconds if the
player is on defense.
The game clock will start with the referee's signal.
2. If there is less than one minute in the half the opponent has the option
of a 10-second subtraction.
The play clock will be set at 25 seconds if the player is on offense
and at 40 seconds if the player is on defense.
Rule 3-4-5 applies.
c. If the ball carrier's helmet comes off as in paragraph a (above) the
ball is dead (Rule 4-1-3-q).
If the player is not the ball carrier the ball remains alive, but he
must not continue to participate in the play beyond the immediate action
in which he is engaged.
Prolonged participation is a personal foul (Rule
9-1-17).
By definition such a player is obviously out of the play (Rule
9-1-12-b).
d. A player who intentionally removes his helmet during the down commits a
foul for unsportsmanlike conduct (Rule 9-2-1-a-1-i).
Approved Ruling
3-3-9
-
After the ball is dead, A55 blocks B33 at his waist, knocking him to the
ground.
As B33 hits the ground his helmet comes off.
RULING:
Dead-ball foul by A55, 15-yard penalty from the succeeding spot.
B33 must leave the game for the next down as his helmet came off through
play and not due to a helmet foul.
B33 may remain in the game if Team B takes a timeout.
[Cited by 3-3-9-b]
-
Late in the first quarter ball carrier A22 is legally tackled, and his
helmet comes off just after his back hits the ground.
The game clock reads 0:00.
RULING:
A22 must leave the game for the next down, which will be the initial
down of the second quarter.
A22's helmet came off through play and there was no helmet foul by
Team B.
However, A22 may remain in the game if Team A takes a timeout.
[Cited by 3-3-9-b]
-
During the down A22's helmet comes off (no helmet foul by the defense)
and B77 goes down with an injury.
The ball carrier is tackled inbounds.
When the clock is stopped it reads 0:58 in the fourth quarter.
RULING:
Unless Team A takes a charged timeout, A22 must leave the game for
one play.
The play clock is set at 40 seconds, due to the defensive injury, rather
than 25 seconds due to the helmet coming off the offensive player.
There is no option for a 10-second
subtraction
because the clock stops for both the helmet off and the injury, and
these occur for opposing players.
[Cited by 3-3-9-b]
-
During the down A22's helmet comes off (no helmet foul by the defense)
and A45 goes down with an injury.
The ball carrier is tackled inbounds.
When the clock is stopped it reads 0:58 in the fourth quarter.
RULING:
Because the injury and the helmet off occur to players on the same
team, there is an option for a 10-second
subtraction.
Team A may keep A22 in the game and also avoid the 10-second
subtraction
by taking one charged timeout.
SECTION 4. Delays/Clock Tactics
Delaying the Start of a Half
ARTICLE 1.
a.
Each team shall have its players on the field for the opening play at
the scheduled time for the beginning of each half.
When both teams refuse to enter the field first for the start of either
half, the home team must be the first to enter.
- PENALTY -
-
15 yards from the succeeding spot
[S21].
b.
The home management is responsible for clearing the field of play and
end zones at the beginning of each half so the periods may start at the
scheduled time.
Bands, speeches, presentations, homecoming and similar activities are
under the jurisdiction of home management and a prompt start of each
half is mandatory.
- PENALTY -
-
10 yards from the succeeding spot
[S21].
(Exception:
The referee may waive the penalty for circumstances beyond the control
of the home management.)
Illegal Delay of the Game
ARTICLE 2.
a.
The officials shall make the ball ready for play consistently throughout
the game.
The play clock will start its count-down from either 40 seconds or 25
seconds, by rule depending on circumstances.
A foul for illegal delay occurs if the play clock is at :00 before the
ball is put in play (Rule 3-2-4).
b.
Illegal delay also includes:
-
1. Deliberately advancing the ball after it is dead.
2.
When a team has expended its three timeouts and commits a Rule
1-4-8,
3-3-4-e or 9-2-2-d infraction.
3.
When a team is not ready to play after an intermission between periods
(other than the half), after a score, after a radio/television/team
timeout, or any time the referee orders the ball put in play.
(A.R. 3-4-2:I)
4. Defensive verbal tactics that disconcert offensive signals (Rule
7-1-5-a-3).
5. Defensive actions designed to cause a false start (Rule 7-1-5-a-4).
6. Putting the ball in play before it is ready for play (Rule
4-1-4).
7. Sideline interference (Rule 9-2-5).
8. Action clearly designed to delay the officials from making the ball
ready for play
(A.R. 3-4-2:II)
- PENALTY -
-
Dead-ball foul.
Five yards from the succeeding spot
[S7 and S21].
Approved Ruling
3-4-2
-
After any timeout, one of the teams is not ready to play.
RULING:
Illegal delay.
Penalty - Five yards from the succeeding spot.
[Cited by 3-4-2-b-3]
-
On a running play late in the half the Team A ball carrier is tackled
inbounds.
Team B players are deliberately slow to "unpile" in an obvious attempt
to consume time and prevent the officials from making the ball ready
for play.
RULING:
Team B foul for delay of game.
Penalty -- five yards at the succeeding spot.
The game clock will start on the snap (Rule 3-4-3).
[Cited by 3-4-2-b-8]
Unfair Clock Tactics
ARTICLE 3.
The referee shall order the game clock or play clock started or stopped
whenever either team conserves or consumes playing time by tactics
obviously unfair.
This includes starting the game clock on the snap if the foul is by the
team ahead in the score.
The game clock will start on the ready-for-play signal after Team
A throws an illegal forward or backward pass to conserve time (Rule
3-3-2-e-14).
(A.R. 3-4-3:I-V)
Approved Ruling
3-4-3
-
In an attempt to consume time in the fourth period, Team A stalls
and the play clock expires.
RULING:
Foul for delay of game.
Penalty - Five yards from the succeeding spot.
The clock starts on the snap.
[Cited by 3-4-3]
-
With two minutes remaining in either half and his team with no timeouts
remaining, B77 crosses the neutral zone and touches a Team A player in
an effort to conserve time.
RULING:
Dead-ball foul.
Penalty - Five yards from the succeeding spot.
The clock starts on the ready-for-play signal.
At his discretion, the referee may have the play clock set at 40
seconds.
Note: If there is less than one minute remaining in the half, this foul
comes under the 10-second subtraction rule (Rule 3-4-4).
[Cited by 3-4-3]
-
A ball carrier, late in the second period, throws a backward pass out
of bounds from behind or beyond the neutral zone to conserve time.
RULING:
Penalty - Five yards from the spot of the foul and loss of down.
The clock starts on the ready-for-play signal.
Note: If there is less than one minute remaining in the half, this foul
comes under the 10-second subtraction rule (Rule 3-4-4).
[Cited by 3-4-3, 7-2-1 Penalty]
-
A ball carrier throws a forward pass while beyond the neutral zone to
conserve time.
RULING:
Penalty - Five yards from the spot of the foul and loss of down.
The clock starts on the ready-for-play signal (Rule 7-3-2
Penalty).
Note: If there is less than one minute remaining in the half, this foul
comes under the 10-second subtraction rule (Rule 3-4-4).
[Cited by 3-4-3, 7-3-2 Penalty]
-
Late in the fourth quarter Team A trails by four points and is driving
for a potential score.
After a running play on which the ball carrier is tackled inbounds,
Team B players are obviously and deliberately slow in letting him get
to his feet or otherwise are employing tactics to delay the officials
in making the ball ready for play.
RULING:
Dead-ball foul against Team B, delay of game.
When the ball is ready for play, the referee will signal the 25-second
clock to start, and the game clock will start on the snap.
[Cited by 3-4-3]
10-second Subtraction from Game Clock -- Foul
ARTICLE 4.
a. With the game clock running and less than one minute remaining in either
half, before a change of team possession if
a player of either team commits a foul that causes the clock to stop,
the officials may subtract 10 seconds from the game clock at the option
of the offended team.
The fouls that fall into this category
include but are not limited to:
-
1. Any foul that prevents the snap (e.g. false start, encroachment,
defensive offside by contact in the neutral zone, etc.);
(A.R. 3-3-4:IV)
2. Intentional grounding to stop the clock;
3. Incomplete illegal forward pass;
4. Backward pass thrown out of bounds to stop the clock;
5. Any other foul committed with the intent of stopping the clock.
The offended team may accept the yardage penalty and decline the
10-second subtraction.
If the yardage penalty is declined, the 10-second subtraction is
declined by rule.
b. 10-second subtraction procedures are specified in Rule 3-4-5.
Approved Ruling
3-4-4
-
Second and 10 at the B-30.
The game clock is running in the second half.
Team A trails by two points and is out of timeouts.
After the ball is ready for play lineman A66 commits a false start,
and when the officials stop the game clock it reads (a) 13 seconds;
(b) 8 seconds.
Team B accepts the yardage penalty and the time subtraction.
RULING:
(a) Five-yard penalty with 10 seconds subtracted from the game clock,
which is set at 3 seconds.
Second and 15 at the B-35.
The clock starts on the referee's signal.
(b) The game is over.
Team B wins.
-
Second and 10 at the B-30.
The game clock is running in the second half.
Team A trails by two points and is out of timeouts.
At the snap Team A has five players in the backfield.
A22 carries for a three-yard gain to the B-27.
When the ball is declared dead the game clock reads (a) 13 seconds;
(b) 8 seconds.
RULING:
(a) and (b) Five-yard penalty, illegal formation.
Second and 15 at the B-35.
Because the illegal formation is not a foul that causes the clock to
stop, the 10-second subtraction does not apply.
After the penalty is administered the game clock starts on the referee's
signal.
-
Team A is leading 24-21 with less than one minute in the game and the
game clock running.
With the ball ready for play on third and seven at the B-35, tackle B55
jumps across the neutral zone and contacts A77.
The officials shut the play down with the game clock showing 0:38.
Team B is out of timeouts.
RULING:
Offside against Team B.
Five-yard penalty and a 10-second subtraction from the game clock.
The game clock is set at 0:28.
Third and two at the B-30.
The clock starts on the referee's signal.
-
Fourth quarter with the game clock running.
Second and five at the B-20.
Tackle B77 is in the neutral zone at the snap, but does not make contact.
QB A12 rolls out to pass, runs to the B-17 and throws a forward pass,
which falls incomplete.
The game clock reads 0:15.
RULING:
Team A illegal forward pass and Team B offside.
Offsetting fouls.
No 10-second subtraction.
Second and 5 at the B-20.
The game clock remains at 15 seconds and starts on the snap.
[Cited by 3-4-5-d]
-
Fourth quarter with the game clock running and Team A trailing in
the score.
Second and 10 at the B-30.
Guard A66 in a three-point stance misses the snap count and lurches
forward, committing a false start.
B77 then commits a dead-ball personal foul or a dead-ball foul for
unsportsmanlike conduct.
The game clock is stopped with 8 seconds remaining in the game.
RULING:
The game is over because Team B will accept the 10-second subtraction
associated with the false start.
Thus the penalty for B77's dead-ball foul is not enforced.
If this is B77's second unsportsmanlike conduct foul, he is disqualified.
-
NOTE: If this action occurred at the end of the first half the penalty for
B77's foul would carry over to the second half.
Because of the 10-second subtraction, by interpretation the dead-ball
foul effectively occurs after the half has ended and thus the penalty
is carried over.
10-second Subtraction from Game Clock -- Common Procedures
ARTICLE 5.
a. The 10-second rule only applies if the game clock is running when the
event occurs and the event causes the game clock to stop.
b.
If there is a 10-second subtraction, the game clock
will start
on the referee's signal.
If there is no 10-second subtraction, the game clock
will start
on the snap.
c. If the team that caused the event has a
team
timeout remaining they may avoid the 10-second subtraction by using
a
team
timeout.
In this case the game clock
will start
on the snap after the timeout.
d. The 10-second subtraction does not apply when both teams are equally
responsible for stopping the clock (e.g. offsetting fouls, or injured or
helmet-off players from both teams).
(A.R. 3-4-4:IV)
SECTION 5. Substitutions
Substitution Procedures
ARTICLE 1.
Any number of legal substitutes for either team may enter the game
between periods, after a score or try, or during the interval between
downs only for the purpose of replacing a player(s) or filling a player
vacancy(ies).
Legal Substitutions
ARTICLE 2.
A legal substitute may replace a player or fill a player vacancy
provided none of the following restrictions
are
violated:
a.
No incoming substitute shall enter the field of play or end zone while
the ball is in play.
b. No player, in excess of 11, shall leave the field of play or an end zone
while the ball is in play
(A.R. 3-5-2:I)
- PENALTY -
-
[a-b] Live-ball foul.
Five yards from the previous spot
[S22].
c.
-
1. An incoming legal substitute must enter the field of play directly from
his team area, and a substitute, player or departing player must depart
at the sideline nearest his team area and proceed to his team area.
2. A departing player must immediately leave the field of play, including
the end zones.
A departing player who leaves the huddle or his position within three
seconds, after a substitute becomes a player, is considered to have
left immediately.
d.
Substitutes who become players must remain in the game for one play
and replaced players must remain out of the game for one play, except
during the interval between periods, after a score, or when a timeout
is charged to a team or to the referee with the exception of a live ball
out of bounds or an incomplete forward pass
(A.R. 3-5-2:III and VII)
- PENALTY -
-
[c-d]
Dead-ball foul.
Five yards from the succeeding spot
[S22].
e.
While in the process of substitution or simulated substitution, Team
A is prohibited from rushing quickly to the line of scrimmage with the
obvious attempt of creating a defensive disadvantage.
If the ball is ready for play, the game officials will not permit the
ball to be snapped until Team B has placed substitutes in position and
replaced players have left the field of play.
Team B must react promptly with its substitutes.
- PENALTY -
-
(First offence)
Dead ball foul.
Delay of game on Team B for not completing its substitutions promptly,
or delay of game on Team A for causing the play clock to expire.
Five yards from the succeeding spot
[S21].
The referee will then notify the head coach that any further use of
this tactic will result in an unsportsmanlike conduct foul.
- PENALTY -
-
(Second or more offence)
Dead-ball foul, unsportsmanlike conduct.
An official will sound his whistle immediately.
15 yards from the succeeding spot.
[S27].
Approved Ruling
3-5-2
-
Any player(s), in excess of 11, obviously is withdrawing but has not
reached a boundary line when the ball is put in play and he does not
interfere with play or players.
RULING:
Penalty - Five yards from the previous spot.
[Cited by 3-5-2-b]
-
After a change of team possession or any timeout, the ball is declared
ready for play.
When Team A has completed its offensive formation,
Team B must promptly position its personnel.
Team B will be allowed
time to complete substitutions.
RULING:
Either team is subject to a delay of game foul - Team B for not
completing its substitutions promptly (Rule 3-4-2-b-3)
or Team A for causing the 25 second clock to expire.
Penalty - Five yards from the succeeding spot.
-
On third down (no change of team possession), ball carrier A27 goes out
of bounds or Team A's legal forward pass falls incomplete.
During this interval between downs, there is no other referee's timeout.
Before the fourth down snap, substitute B75 enters the game and then
departs without remaining in the game for one play.
RULING:
Live-ball foul.
Penalty - Five yards from the previous spot.
[Cited by 3-5-2-d]
-
Team A has 11 players in the huddle.
A81 mistakenly thinks he has been replaced and runs to his team area.
He is immediately sent back onto the field and assumes a position on the
line of scrimmage near his sideline.
The entire team has been stationary for one second before the snap
and there has not been a referee's timeout.
RULING:
Live-ball foul.
A player loses his status as a participant when he enters the team
area while the ball is dead, and then must adhere to substitution
rules.
Penalty - Five yards from the previous spot or 15 yards from the
previous spot if this is judged to be a violation of Rule
9-2-2-b.
(Rules 3-5-2-d and 9-2-2-b).
-
After the ball is ready for play and the umpire is in his regular
position, Team A quickly replaces some players with substitutes, gets
set for the required one second and snaps the ball.
The umpire is attempting to get to the ball to allow the defense to
match up, but he is unable to prevent the snap.
RULING:
The play is shut down, the game clock is stopped and the defense is
allowed to substitute in response to Team A's late substitutions.
No foul.
The play clock is set to 25 seconds and starts on the ready-for-play
signal.
The game clock starts on the ready-for-play signal or the snap,
depending on its condition when play was stopped.
The referee informs the Team A head coach that any subsequent such
actions will result in a foul for unsportsmanlike conduct under Rule
9-2-3.
-
Between scrimmage downs, one or more Team B substitutes enter the field
of play.
Before the snap for the next down, more than 11 Team B players
intentionally stay on the field of play as long as possible (over three
seconds) to disguise the defensive personnel, the type of defense and
the pass coverage.
RULING:
Dead-ball foul on Team B, illegal substitution.
Penalty -- Five yards from the succeeding spot (Rule
3-5-2-c).
-
After a down that resulted in first and 10 at the B-40, eleven players of
Team A, which runs a no-huddle offense, move to their various positions
to set for the next play.
The ball is ready for play when A22 runs onto the field from his team
area, and after he pauses at the top of the numbers, he or the coaching
staff apparently realizes that he is the 12th player.
A22 then turns and runs back to his team area.
The ball has not been snapped.
RULING:
Dead-ball foul for a substitution infraction.
By interpretation A22 has become a player by entering his team's
"effective huddle" and thus must remain in the game for one play.
Five-yard penalty.
Team A will have first and 15 at the B-45.
(Rule 2-27-9-b)
[Cited by 3-5-2-d]
-
Late in the first half Team A is out of timeouts.
A pass play on third down ends inbounds at the B-25 short of the line
to gain with the game clock showing 0:10.
Facing fourth down and three, Team A immediately hurries its field goal
team onto the field.
RULING:
Team B should reasonably expect that Team A will attempt a field goal
in this situation and should have its field-goal defense unit ready.
The umpire will not stand over the ball, as there should be no issue of
the defense being uncertain about the next play.
-
Late in the first half Team A is out of timeouts.
A pass play on third down ends inbounds at the B-25 short of the line
to gain with the game clock showing 0:30.
Facing fourth down and three, Team A gives no indication as to its next
play until the game clock reads 0:10.
They then rush their field goal unit onto the field, and Team B then
hurries to respond.
RULING:
The umpire moves to the ball to prevent the snap until Team B has had
a reasonable opportunity to get its field-goal defense unit onto the
field.
The umpire will step away when he judges that the defense has had enough
time.
If the game clock reads 0:00 before the ball is snapped after the umpire
steps away, the half is over.
More than eleven players on the field
ARTICLE 3.
a. Team A may not break the huddle with more than 11 players nor keep more
than 11 players in the huddle or in a formation for more than three
seconds.
Officials shall stop the action whether or not the ball has been
snapped.
b.
Team B is allowed to briefly retain more than 11 players on the field to
anticipate the offensive formation, but it may not have more than 11
players in its formation if the snap is imminent.
Whether the snap is imminent or has just occurred, the officials shall
stop the action.
(A.R. 3-5-3:IV)
- PENALTY -
-
[a-b] Dead-ball foul.
Five yards at the succeeding spot.
[S22]
c. If the officials do not detect the excessive number of players until
during the down or after the down is over, or if Team B players have
entered the field just before the snap but have not been in the
formation, the infraction is treated as a live-ball foul.
(A.R. 3-5-3:V-VI)
- PENALTY -
-
Live-ball foul.
Five yards at the previous spot.
[S22]
Approved Ruling
3-5-3
-
A33, an incoming substitute, enters the huddle or assumes a position
in a formation and (a) after approximately two seconds, A34 leaves
the huddle and departs the field of play at his sideline, or (b) after
approximately four seconds, A34 leaves the huddle and departs the field
of play at his sideline.
RULING:
(a) Legal.
(b) Foul.
(Note:
A departing player who leaves the huddle or his position within three
seconds is considered to have left immediately.)
-
After the ball is made ready for play, substitute B12 enters the huddle
or defensive formation and the departing player delays more than three
seconds before leaving the huddle or formation and departing the field
of play.
RULING:
Violation of the substitution rule.
Dead-ball foul.
(Note:
The referee is not required to warn a departing player to leave
the huddle immediately.)
-
Team A has 11 players in its huddle when A27 approaches the huddle
(within 10 yards) as it breaks.
RULING:
Dead-ball foul.
Penalty - Five yards from the succeeding spot
(Rule 2-27-9-a).
-
At the end of third down, Team B sends in its kick-return team.
The responsible officials count the Team B players and are positive that
Team B has 12 players on the field of play.
After approximately four seconds, the officials sound their whistles and
drop their penalty markers.
RULING:
Dead-ball foul, substitution violation.
Penalty -- Five yards from the succeeding spot.
[Cited by 3-5-3-b]
-
Team A is in formation to kick a field goal and Team B has eleven players
in its formation.
Just before the ball is snapped a twelfth Team B player runs onto the
field.
The ball is snapped and the kicker completes his kick.
RULING:
Live-ball foul.
Five-yard penalty, previous spot, or Team A may accept the result of
the play.
Since Team B's twelfth player had not been in the formation when the
ball was snapped, officials should not shut down the play for a dead-ball
foul.
The intent of Rule 3-5-3-b is to give Team B an opportunity to
adjust its defense, but Team B must not be allowed to gain an advantage
by an extra player entering the field very close to the time the ball
is snapped.
[Cited by 3-5-3-c]
-
Team A lines up for a two-point try attempt at the B-3.
Team B has eleven players in its defensive formation.
A
twelfth Team B player runs onto the field just before or just as the
ball is snapped.
A22 takes the handoff from the quarterback and (a) is tackled at the
one-yard line; (b) carries the ball into the end zone.
RULING:
Live-ball foul
by
Team B for too many players on the field (Rule
1-1-1).
Officials should not shut the play down.
(a) Penalize Team B half the distance to the goal and repeat the try at
the B-1.5.
(b) Team A will decline the penalty on the successful try.
[Cited by 3-5-3-c]
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Editor: Jim Briggs, BAFA/BAFRA Rules Committee
rules@britishamericanfootball.org