Table of Contents:
Running the Clock and Timing Options
Special Teams Plays & 2pt conversions
Fumbles
Interceptions
Extra Yards Rule
Penalties
Overtime Rules
Miscellaneous
Running the Clock--
After each play, right click on the red arrow and choose the clock
adjustment from the menu to move the clock. To make the
correct choice you must know whether the clock was stopped or
running after the previous play.
Generally (see exceptions below)
If the clock is running before a play, then after the play
the clock will be moved
(approx) 4 lines, or 40 seconds.
If the clock is stopped before a play, then after the play
the clock will be moved (approx) 1 line, or 10
seconds.
Determining whether clock is stopped or running before a play…
The Clock is always stopped after...
1. An incomplete pass-- including a spiked ball
2. A kick-off, FG try, extra point try, 2
point conversion try, or punt
3. A TD or safety
4. A change of possession– fumble, interception, or
turnover on downs
5. A penalty– accepted or declined
6. A called time-out
7. The end of a period
8. The two minute warning
9. A team chooses to run out of bounds with the ball
If none of the above apply, the clock continues
to run...
1. After a running play
2. After a complete pass
3. After kneeling the ball
Exceptions
1. Hurry-up offense—The Offense can choose to run a
hurry up offense in the final 3 minutes of each half and OT. During hurry up
offense-- if the clock is running before the play, then after the
play the clock will only be moved (approx.) 2 lines, 20 seconds.
2. Kneeling the ball-- If the clock is stopped
after the previous play, then after kneeling the ball the clock will not be
moved. (If the clock is running before the play,
then after kneeling the clock will be moved 4 lines.)
3. Spiking the ball—This can only take place when the
clock is running-- the clock does not move on a spike.
4. Extra point and 2 point
conversion-- These always take place when the clock is stopped and the
clock is not moved.
5. A kick-off out of bounds or which results in a
touch back-- These always take place when the clock is stopped, and the
clock is not moved.
6. A play which results in a "pre-snap"
penalty—
If the clock is stopped before the play, then after the play
the clock will not be moved.
If the clock is running before the play, then after the play
the clock will move 3 lines.
(Note: If Hurry Up offense is in effect, and the clock
is running, move clock one line.)
Other Clock Variations
1. As in #6 above, a play with an
pre-snap penalty on which the clock is running, can not
consume the rest of the time before a two minute warning, or the end of a
period. There is always time for one more play before the warning
and before the period ends. After this final play, the clock would
be moved one line past the two minute warning, or the
period would end.
2. There is always time for one more play after a successful
onside kick.
3. Letting time run-- If the clock is running with three or less
lines remaining before the two minute warning, or the
end of a period. The offense may choose to let the clock run out to two
minutes, or the end of the period. However, the defense may prevent this
by calling time out to stop the clock.
4. If the clock is running with one or two lines remaining
until the two minute warning and the
offense chooses to run a play, then the play will end one line after two
minutes
Related Notes:
Running out of Bounds: 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.
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.
Special Teams Plays (and 2 pt
Conversions):
Kick-Offs and Punts
Regular Kick-offs: Kicking team rolls for kick, receiving team rolls for
return. If a kick-off goes
Onside Kicks:
1. All onside kicks are in play, unless it goes
2. If the return is “0F", the returning team flips the coin.
If it is heads, kicking team recovers.
Punts: All punts are marked from the line of
scrimmage.
The “Touch Punt” may only be used
from the 50 yd line or closer.
Extra Points: If a penalty moves the extra point back, use the FG section of the
card to kick the extra point from the new line of scrimmage. If an extra
point is blocked it may be returned for a 2 pt score for the defense.
2 pt Conversions: These are attempted from
the two yard line. If a turnover occurs on a 2 pt conversion the defense
may be able to return it the length of the field for 2 pts.
Field Goals:
Kicker Rating: Prior to each game one dice roll determines
the kicker rating for both teams. The
rating will be either A, B, C, D or E (see FG card and Procedures and Rules
card). An A allows teams to attempt FG’s
when the ball is on the opponents 48 yd line and closer. A B allows teams to attempt FG’s when the
ball is on the opponents 45 yd line and closer, etc
A missed FG may not be returned. After a missed FG the defense takes over eight yards back from the line of scrimmage.
Free Kick after a Safety: This kick is from the 20
yd line. The kicking team may use the punt card or kick card and may
try an onside kick as well. Whichever card the kicking team uses, the return
team uses the same.
Free Kick after Fair Catch: A field goal may be
tried immediately after a fair catch. Subtract 14 yds from the distance between
the ball and the opponent’s endzone and use that number for the line of
scrimmage on the FG card. If the kick is
missed, the defense gets the ball at the point of the kick.
Blocked Kick/Punt: A blocked punt or FG may be returned for a
TD. If it is not put the ball 8 yds behind the line of scrimmage for a FG and 10 yards behind the line of scrimmage for a punt.
Fumbles
On fumbles (except as specified on special teams plays) the
offensive team flips the coin to determine which team recovers. If the result is
tails the offense recovers, if it is heads the defense recovers.
Fumble Returns—On plays from scrimmage, if the
defense recovers, the defense rolls the dice to determine whether the defense
returns the fumble for a TD. On each card there are one or two “FR” numbers. If there are two, one of them is for fumbles
that are on negative runs, the other on runs of zero or positive runs. If the number rolled is equal to or less than
the appropriate “FR” # on the card—it is a TD return.
Fumble Notes: If a 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
When an
interception is indicated on a card, refer to the original die roll. If the number is odd, the defense has intercepted
the pass and may try to return it for a TD (see exception immediately below). If it is even, it is an incomplete pass.
Interception Returns— When the defense
intercepts a pass, they roll for a chance to return the interception
for a “pick six” TD. On each pass play card there is a “P6” number. And, on some cards there is a number with a strike
through it. If the interception is as
long, or longer than the strike thru #, it may not be returned. Otherwise, any roll equal to or less than the
“P6” number is an interception returned for a TD.
Notes: 13i indicates an interception and return to within 13 yards of
the line of scrimmage. Likewise, -17i indicates an interception and
return 17 yards beyond the line of scrimmage toward the offense's goal.
Exception Note, a pass which is
intercepted ten yards or more beyond the goal line is considered incomplete.
Note on Turnovers—see the Procedures and
Rules Card
Extra Yards Rule:
If a 22,44,66,77, or 88 is rolled and the
result of the play is the best of the 5 boxes on the card, then the player
rolls again for “extra yards”. If an odd
number is rolled, no extra yards are gained.
If an even number is rolled, that amount is added to the gain, up to the
amount of the original gain. In other
words, at most the original gain may be doubled by the extra yards. Note: The “best” result must be the
only box with that result. It can’t be
tied for the best result.
Note on Turnovers—see the Procedures and
Rules Card
Penalties:
On most plays (exceptions below) when a 30, 60, or 90 is rolled,
then there is a penalty. In these cases, the number rolled is used for the
play result. Then, after the full result
of the play has been determined (see penalty procedure on scoreboard) the
offense shakes to determine the penalty.
Some rolls will reveal the words “pre-snap penalty”. This results in an automatic 5 yd penalty on
the offense. There is no-reroll for the
result. The play is cancelled, and the
play cards returned.
No penalties on on-side kicks and returns.
No penalties occur on the kicking portion of a kick-off.
No penalties result from the shake of the punting
team.
However, if a penalty occurs on a punt return roll,
it is possible that the penalty was running into the kicker during the kick
portion of the play. See special teams portion of penalty card for
details.
Enforcing Penalties on Kick-Off Returns:
On a penalty on the kick-off team on the return add
the result of the penalty to the end of the return. There is no option
for a re-kick.
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 the Punt
itself: Though a penalty can’t result from the punt teams’ roll, there can
be a running into the kicker penalty on the receiving team as a result of penalty roll on the punt return portion
of the play. The penalty is 5 yds. The
kicking team may choose to enforce the penalty by subtracting 5 yds from the
end of the punt return, or they may advance the ball five yds from the original
line of scrimmage and re-play 4th down. It is possible the penalty will gain them a
first down.
Note: There can't be a penalty on the offense while they are punting.
Enforcing Penalties on Punt Returns:
Penalties on the punting team are added to the end of the
return.
Penalties on the return team 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.
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, two or
one yd line. 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.
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.
Note on Penalties—see the Procedures and
Rules Card for direction the penalty protocol for turnovers and blocked kicks.
Overtime Rules
·
At the end of regulation, the visiting team will call the toss.
·
Overtime is 10-mins maximum.
·
If on the first possession the team who receives scores a TD, or
the defense scores a TD or safety the game is over. Otherwise, each team must possess, or have the opportunity to possess, the ball.
·
After each team has had at least one possession, the game
becomes sudden death play — where the game ends on any score (safety, field
goal or touchdown).
·
Each team gets two timeouts.
·
The point after try is not attempted if the game ends on a
touchdown.
·
If the score is still tied at the end of the 10 minute overtime
period, the result of the game will be recorded as a tie. Except in the play-offs
·
In the play-offs, the same rules apply except there is no 10 minute time limit and the game continues until someone
scores.
Miscellaneous
The five long passes (X Fly, Z Fly, Z Post, U
Fly, Flea Flicker and 54 Y Go) may not be used on the opponent's 25 yard line or closer.
These
medium range passes may not be used from the 10 yd line or closer-- Z Corner, X
Cross, X In, H Corner, Middle Flood, Roll Flood
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.
Long Yards Defense— May only be used on 3rd or 4th down and 12+
yds to go.
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.