Table of Contents:
Running the Clock and Timing Options
Kick-Offs, On Side Kicks, Punts, Field Goals, Extra Points, Free Kicks
and 2 pt Conversions
Fumbles
Interceptions
Penalties
Miscellaneous
Appendix: Basics of How to Play
Running the Clock and Timing Options
After each play adjust the time by right clicking on the red arrow and choosing the
clock adjustment from menu. Each small white line on the clock equals either 10
or 12 seconds of time.
Two factors determine how long a play takes...
1. The length of the play itself– All plays take one white line (10 or 12 secs), with these exceptions which take no time...
A. An extra point
B. A kick-off the is not returned– ie, out of bounds, or touch back
C. A play with an auto-5 (false start) penalty
2. The time elapsed prior to the play “while the team is in the huddle”
A. If the clock is stopped during the huddle– no time elapses
B. If the clock is running during the huddle
1. Normally the huddle takes three lines, but
2. During “hurry up” offense the huddle takes one line
Therefore--
If the clock is stopped–
Total play normally takes one line (play exceptions above take no time)
a) time elapsed before snap– 0 secs
b) time elapsed during play– 10 or 12 secs
When is the Clock Stopped?
1. After all incomplete passes, including spiking the ball
2. After a player runs out of bounds (see below)
3. After any score– TD, FG, or safety
4. After any change of possession– due to a punt, kick-off, turnover, or on downs
5. After any penalty– whether accepted or declined
6. After a called time-out
7. At the two minute warning
Note: In all other situations the clock will be running prior to the snap
If the clock is running–
Play takes four lines, or two lines
Regular Pace Offense– four lines
a) time elapsed before snap– three lines
b) time elapsed during play– one line
Exception– a play with an “Auto-5" false start penalty while the clock was running in the huddle takes three lines. Three for the huddle, zero for the play.
Hurry Up Offense*– two lines
a) time elapsed before snap– one line
b) time elapsed during play– one line
* An offense may run a “hurry up” pace in the last three minutes of each half or overtime period. They simple state they are in hurry up offense before the plays are chosen.
Timing Exceptions:
1. Spiking the ball stops the clock for the next play. It counts as a loss of down, and 10 or 12 seconds (1 line) elapses.
2. "Kneeling the ball" will be a loss of 1 yd on the play. When the clock is running, kneeling the ball will consume 4 lines, when the clock is stopped kneeling will not consume any time.
3. There is always time for one more play after a successful onside kick.
4. Even if the clock is running, as long as time remains on the clock, there is time to get another play off at the end of the game.
5. If there is a penalty on a kick-off return, so that a second kick is necessary, the total time elapsed for the two kicks will be 10 or 12 seconds. If a third or fourth kick is required, another 10 or 12 seconds will elapse, and so on.
8. Two-Minute Warning/End of Game Exceptions
a) If the clock is running with 2:30, 2:20, or 2:10 left in either half or overtime, the offense may allow the clock to run down to two minutes.
b) If the clock is running with 30, 20, or 10 seconds before the end of any period, the offense may allow the clock to expire.
Note: In both cases above, the defense may choose to call time-out to stop the clock instead.
c) If the clock is running with 2:20, or 2:10 remaining in either half and the offense runs a play then the play will end at 1:48 and the two minute warning will be observed at that time.
Options for the Offense Regarding Use of Time
1. Running Out-of-Bounds to stop clock:
If a play ends in either the black or blue color zones, then the player may run out of bounds to stop the clock for the next play. If a player does this, 5 yards are subtracted from the gain on the play.
2. Spiking the Ball- If the clock is running, a player may “spike the ball” to stop the clock for the next play.
3. Time Outs
Three time outs are allowed per team, per half.
Kick-Offs, On Side Kicks, Punts, Field Goals,
Extra Points, Free Kicks and 2 pt Conversions
Regular Kick-offs:
Kicking team shakes the die and moves ball the resulting yardage. Receiving team then shakes to determine run back.
If a regular kick-off goes out of bounds the receiving team automatically takes over 30 yards from the spot of the kick-off.
A kick-off going to the back line of the end zone is an automatic touchback.
Onside Kicks:
1. By rule, if an on-side kick goes out of bounds on a team’s first attempt, the team incurs a five yard penalty. If an on-side kick goes out of bounds on the second attempt, the receiving team takes over the ball where it went out of bounds.
2. Unless the kick goes “out of bounds”, it is considered to be in play, even if the kick is less than 10 yards.
3. If the return reads “0F", then the returning team flips the coin. If it is heads, kicking team recovers.
Punts/Touch Punts
Use special teams card for punt and return. All punts are measured from the line of
scrimmage.
The “Touch Punt” may only be used from the 50 yd line or closer.
If a touch punt does not go out of bounds (OB), is not downed (DN) or is not a touchback, then use punt return to determine the run back.
Extra Points
If a penalty moves the extra point back, use the FG card to kick the extra point from the new line of scrimmage.
2 pt Conversions– These are attempted from the two yard line
Field Goals
Use special teams card. If the selector produces a 37, and your line of scrimmage
was the 37 or closer, then your kick is good. A missed FG may not be returned.
After a missed FG the defense takes over seven yards back from the original line
of scrimmage.
Free Kick after a Safety
The kicking team may use the punt card or kick card and may try an onside kick as well. Whichever choice the kicking team makes the return team uses the same.
Free Kick after Fair Catch
A field goal may be tried immediately after a fair catch. 10 yards are added to the FG result shown on the card. A missed free kick gives the defense the ball from the point of the kick.
Blocked Kicks
On a field goal when the kick is blocked it is returned from 5 yards behind the line
of scrimmage.
On a punt when the punt is blocked it is returned from 10 yards behind the line of scrimmage.
Fumbles
Fumbles on Plays from Scrimmage- On fumbles on plays from scrimmage, the offensive team flips the coin. If it is heads the defense recovers, if it is tails the offense recovers.
Fumble Notes:
If the play carries to or over the goal line on a fumble (for example, 10F from the defense's 10 yard line), then it is a touchdown. The fumble is deemed not to have occurred until the runner crossed the goal line.
And, a fumble at the offense’s own goal line is a safety if the offense recovers, a touchdown if the defense recovers.
Interceptions
13i indicates an interception and return to within 13 yards of line of scrimmage.
Again, -17i indicates an interception and return 17 yards beyond the line of
scrimmage toward the offense's goal. A pass which is intercepted ten yards beyond
the goal line is considered to be out of the end zone (37i from the defense's 5 yard
line, for example) and is ruled incomplete.
“Reviewing” Interceptions
When Interceptions May Be Reviewed:
The offense may review an interception if the following three conditions are met...
1. The interception results from a shake of 2,12 or 4
2. The reviewing team must have a successful review remaining. Teams get...
a. Two successful reviews per half, and
b. One successful review per OT
3. The team must have at least one time-out remaining,
or
Their must be two minutes or less left in a half, or OT after the play.
How to Review Interceptions
To review an interception the offense flips the coin. If it is heads the interception
is upheld and the offense is charged with a time-out. If it is tails the interception is
overturned and the pass is incomplete.
Penalties:
On most plays (see exceptions below) when a 3 is rolled there is a penalty. In this case, the offensive team rolls again for the result of the play (if another 3 is rolled it is used for the play result). Then, after the result of the play has been determined, including any other flips and shakes for fumbles, or blocked kicks and returns, the offensive player rolls the dice to determine the penalty.
Exceptions:
Penalties on On-Side Kick-Offs: No penalties can occur on onside kicks except for kicking the ball out of bounds. So, take the regular result of a 3.
Penalties on Kick-Offs- No penalties occur on the kicking portion of a kick-off. If a 3 is rolled take the corresponding result (60 yd kick).
Enforcing Penalties on Kick-Off Returns
Penalty on kick-off team (defense)– Return team may choose to add the result of the penalty to the end of the return, or have the kicking team re-kick. However, if the kicking team has to re-kick, the longest the penalty can be is 5 yards even if the result was a bigger penalty.
Penalties on the kick-off return team (offense)– A penalty on the kick-off return team is deemed to have occurred at the mid way point of the run back. For example, on a return of 22 yards the penalty on the offense is enforced from the point 11 yards ahead of where the return began.
Enforcing Penalties on Punts
Penalties on the punt team (offense)– a penalty on the punt team during the punt is enforced at the return teams discretion from the punt teams line of scrimmage. If the penalty is enforced, the punt team will repeat fourth down and may punt again.
Penalties on the punt return team (defense)– a penalty on the return team during the punt is enforced from the line of scrimmage at the discretion of the punting team. If the penalty is enforced the punt team may get a first down, or may repeat the current down by punting again or running a play from scrimmage.
Enforcing Penalties on Punt Returns
Penalties on the punt team (defense)– a penalty on the punt team during the punt return is added to the end of the return.
Penalties on the punt return team (offense)– A penalty on the punt-return team during the punt return is deemed to have occurred at the mid way point of the run back. For example, on a return of 6 yards the penalty on the offense is enforced from the point 3 yards ahead of where the return began.
Penalties Enforced on Ensuing Kick-Off
15 yard penalties on the defense on a field goal or touchdown,
or any penalty by the defense on a successful extra point, or 2 pt conversion are enforced on the ensuing kick-off.
Penalties Leading to a Safety
There are two penalties which lead to a safety, if they happen on a pass play which starts on the offense's three yd line or closer. The defense may decline the penalty.
1) O10 on a pass play
2) O10 loss dwn inc on a pass play that is incomplete.
Penalty Notes:
"D15" means a 15 yard penalty against the defense whereas "O5" means a 5 yard penalty against the offense.
“D5 fd” means penalty on the defense which results in an automatic first down.
“loss dwn on inc” means the penalty is a loss of down for the offense, if the result was an incomplete pass.
“auto” means the penalty must be taken, because the flag was thrown before the play started. However, the “auto” does not apply to the return portion of special team plays. In these cases consider the penalty as O5.
If the number 6 or 8 is shaken for the penalty the result will depend upon the kind of play which was called.
For a 6– the result is O5 for running and kicking plays, and O10 for passes.
For an 8– the result is D5 for running and kicking plays. For passing plays the result is pass interference-- on short passes it is D6 fd, on medium passes-- D16, if on a long pass-- D 40.
Short passes– the first five on the top row of the pass play book, and the first four on the top row of the Play Action play book– plus the 37 U Shoot.
Long passes are the five which can not be used on the 20 yd line or closer.
Medium passes are all the others
Note: Penalties that require half-the distance to the goal and penalties enforced on returns may produce ½ yard results. In these cases, the penalty should be reduced ½ yd and the ball set on a whole yard.
Miscellaneous
Passes
"Inc" denotes incomplete
The five long passes (X Fly, Z Fly, Z Post, U Fly and 54 Y Go) may not be used
on the opponent's 20 yard line or closer.
Short yardage defense
Can be used only on third or fourth down and one or two yards to go for a first
down; or anytime on defense's three yard line or closer.
Too many yards?
If a play gains more yards than needed to score a touchdown, it is ruled a
touchdown even if the gain on a pass puts the ball out of end zone.
Appendix: How to Play
Pick a play card
There are 5 play books --"Defense", "Runs", "Passes", "Screens-Play Action" and
"Special Teams". To select a play, right click on the card and then choose "Select
Play", which will send the play to the View Window. When both the offense and
defense have chosen a play right click on the black window and choose “Reveal
Play” to see the cards.
Click the Die Icon
Click on the dice icon in the top menu. The number represents the total of two die.
Find the correct result
On plays from scrimmage, there are five small "result windows". Find the proper
yardage window using the number on the die. Only one of the three results in the
result window is correct for your play. It depends on whether you started the play
in the center of the field, or on the left or right hash mark. Look at the ball on the
field and the ball-marker slide that carries it. If you started the play with the ball
in the center of the field (red), read the red number in the yardage window; if on
the left (black), read the black number, etc.
Mark off the yardage and move ball right, left, or center
Slide the marker forward or back (Ctrl+left/right arrow for 10 yd increments,
Left/Right arrow for 1 yd increments) to show the new correct yardage. Be sure to
check the small square dot (hashmark dot) that is just to the left of your correct
yardage in the yardage window. If that dot is black, move the ball to the left
hashmark, if red, move to center, etc.