Table of Contents:
Running the Clock and Timing Options
Special Teams Plays & 2pt conversions
Fumbles
Interceptions
Penalties
Miscellaneous
Appendix: Basics of How to Play
Running the Clock--
In the NFL more time is consumed between plays then during plays. This is reflected in the clock rules for this version of NFL Strategy.
After each play right click on the red arrow and chose 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 4 lines.
If the clock is stopped before a play, then after the play the clock will be moved 1 line.
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-- If the clock is running before the play, then after the play the clock will be moved 2 lines.
2. Kneeling the ball-- 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 be moved 4 lines.)
3. Spiking the ball-- This only takes 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 an "auto-5" 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 auto-5 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. 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 one line. If a third or fourth kick is required, another line of time will elapse, and so on.
4. Letting time run-- If the clock is running with three, two, or one line 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.
5. 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 OB, receiving team 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 in play, unless it goes OB. In which case the receiving takes over at that spot.
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. If a touch punt does not go out of bounds (OB), is not downed (DN), does not end in a fair catch (FC), or is not a touchback (TB), then use punt return column to determine the run back.
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: A missed FG may not be returned. After a missed FG the defense takes over seven 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. The roll must be 14 or less than the number shown for the distance and color. A missed free kick gives the defense the ball from the point of the kick.
Blocked Kick/Punt: Use the Block Return column to return a blocked FG, extra point or punt. A blocked FG is returned from 5 yards behind the line of scrimmage. A blocked punt is returned from 10 yards behind the line of scrimmage.
Fumbles
On fumbles (except as specified on special teams plays) the offensive team shakes to determine which team recovers. If the result is 1 to 40 the defense recovers, if it is 41 to 100 the offense recovers.
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.
Fumble Returns— If the result of a play is highlighted on the play card and the defense recovers, the defense then rolls to return the fumble recovery. On the scoreboard there is a color coded key which indicates the roll necessary for the fumble to be returned for a TD. If there is no TD return, the ball remains where it was recovered.
Interceptions
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. And, a pass which is intercepted ten yards beyond the goal line is considered to be out of the end zone (ie, 20i from the defense's 10 yard line) and is ruled incomplete.
Interception Returns— When the defense intercepts a pass, they roll for a chance to return the interception for a TD. On each pass play card there are “pick” numbers. Any roll equal to or less than this number is and interception return for a TD.
“Reviewing” Interceptions
The offense may review an interception if the following three conditions are met...
1. The interception results from a roll of 42 to 50, or 76 to 80.
2. They have a review remaining.
3. They have at least one time-out remaining, or
There is two minutes or less left in a half, or OT after the play.
Note: Teams get three successful reviews per game, and one successful review per OT (extra reviews from regulation time do not carryover to OT).
How to Review Interceptions- To review an interception the offense rolls the dice. If the result is 1 to 40 the interception is upheld and the offense is charged with a time-out. If it is 41 to 100 the interception is overturned and the pass is incomplete.
Penalties:
On most plays (exceptions below) when an 11, 21, 31, 41, 51, or 81 is rolled there is a penalty. In these cases, the offense rolls again for the result of the play (if another11, 21, 31, 41, 51, or 81 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 (see protocols on scoreboard), 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:
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 rekick.
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 from the line of scrimmage. If they do not get a first down, the kicking team may choose to replay the down-- by kicking again or by going for a first down, or they may choose to keep the punt and return and subtract 5 yds from the end of the return.
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 ˝ yard results. In these cases, the penalty should be reduced ˝ yd and the ball set on a whole yard.
Miscellaneous
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.
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.
Find the correct result: On plays from scrimmage, there are five small "result windows". Find the proper yardage window using the number on the dice. 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.