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 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, and
3. “Spiking the ball” (see below) takes no time, and
4. “Kneeling the ball” (see below) consumes four lines before the snap.
2. The time elapsed during the play– One white line (10 or 12 secs) elapses during each play with these exceptions in which no time elapses...
A. An extra point
B. A kick-off that is not returned– ie, out of bounds, or touch back
C. Kneeling the ball
D. Spiking the ball
E. A play with an “Auto-5” (false start) penalty. In this case the penalty comes before the ball is snapped.
Therefore--
If the clock is stopped–
Total play normally* takes one line
ie-- time elapsed before snap– 0 secs + time elapsed during play– 10 or 12 secs
*(play exceptions A thru E above take no time)
When is the Clock Stopped?
1. After all incomplete passes
2. After any score– TD, FG, or safety
3. After any change of possession– due to a punt, kick-off, turnover, or on downs
4. After any penalty– whether accepted or declined
5. After a called time-out
6. At the two minute warning (which may be observed at 1:50)
7. After a team chooses to spike the ball
8. After a player runs out of bounds (see below)
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
ie-- time elapsed before snap– three lines + time elapsed during play– one line
Hurry Up Offense*– two lines
Ie-- time elapsed before snap– one line + 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. A team may “spike the ball” once each half. Spiking the ball counts as a loss of a down, but does not require any time off the clock.
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. “Auto 5” penalty. Normally when the clock is running on a play with an Auto-5 penalty-- three lines are consumed. However, when there are three lines or less prior to the end of a period or prior to the two minute warning a play like this can not consume the remaining time. The play must have been at least :01 or 2:01 remaining when the penalty was called. In these cases, one more play will be run prior to the end of the period or two minute warning. The two minute warning would then be observed with 1:50 left.
3. There is always time for one more play after an onside kick attempt.
4. 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.
5. If the clock is running with one line left in the period or before the two minute warning, there is time for another play- if the offense chooses (see #6 below).
6. Two‑Minute Warning/End of Game
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 the cases above, the defense may choose to call time‑out to stop the clock.
c) If the clock is running with 2:30, 2:20, or 2:10 remaining in either half and the offense runs a fully timed play, then the play will end at 1:48 and the two minute warning will be observed at that time. If they run a hurry up play and the time is 2:10, then it will end a 1:48.
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, once per half a player may “spike the ball” to stop the clock for the next play. The spiking takes no time.
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 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 a touchback.
Onside Kicks:
1. All onside kicks are 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 (
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 fumbles the offensive team flips the coin. If it is heads the defense recovers, if it is tails the offense recovers.
Fumble Returns—On passing plays (other than the
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 to have occurred after the runner broke the plane of 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.
Interception Returns—When the defense intercepts a pass which results from the roll of a 2,12, or 4, and the offense chooses to review the interception, then the defense may shake for a chance to return the interception for a TD. Each play card indicates which rolls result in a TD. The order of procedure is as follows—1. Interception results, 2. Offense decides to review it, 3. Defense rolls to see if it returned for a TD, 4. Offense flips coin to review play.
“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 these cases, the offense 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 offense shakes to determine the penalty. If there is an interception review, the offended team waits until after the review to decide whether to accept the penalty.
Exceptions:
Penalties on On‑Side Kick‑Offs: No penalties can occur on onside kicks, 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.
Penalties on Punts- No penalties result from the shake of the punting team. If a 3 is rolled take the corresponding result.
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 during the punt on the offense– There can't be a penalty on the offense while they are punting.
Penalties on the defense during the punt -- Though a penalty can’t result from the punt teams’ shake, there can be a roughing the punter penalty as a result of the punt return team’s shake (11). The penalty is 15 yds from the line of scrimmage with an automatic first down.
Enforcing Penalties on Punt Returns:
Penalties on the covering team (the team that punted)– a penalty on the defense is on the covering team. These penalties are added to the end of the return.
Penalties on the returning team – A penalty on the offense is on the returning team. These penalties are 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.
Exception— An 11 roll is a 15 yd roughing the punter penalty on the returning team, who were defense during the punt portion. This results in a first doen for the team that punted. It is marked 15 yds from line of scrimmage.
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.
"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 of the play 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.
6 or 8 for a penalty- the penalty depends upon the play called or play result…
For a 6– the result is O5 for running and kicking plays, and O10 for passes.
For an 8– the result is D5 for runs, the Shovel pass, kicking
plays, and for sacks or negative gains on passes. For all other passing
plays the result is pass interference or tackling the receiver in the backfield
and it is an automatic first down. Refer to each passing card for the PI
penalty yds. If these yards go into and/or
beyond the endzone, the ball will be placed on the
one yard line. There is no PI for the
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 centerSlide 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.