Table of Contents:
Running the Clock and Timing Options
Special Teams Plays & 2pt conversions
Fumbles
Interceptions
Penalties
Overtime Rules
Miscellaneous
Running the Clock--
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.
Note: The clock was adjusted prior to the
2019 season to move 10% less each move.
Therefore, it moves 90% of four lines or one 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. Hurry up offense is only an option in the last
three minutes of each half, and overtime.
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 is 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 less than four
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.
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
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: 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. The kick is good if the number rolled is within 14 of the
number of yards from the line of scrimmage to the goal line. 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—a) on a FG set the ball 5 yds behind the line of scrimmage; b) on a punt set the ball 10 yards behind the
line of scrimmage.
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—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, the offense flips the coin. If it
is heads, the defense has intercepted the pass and may try to return it for a
TD (see exception below).
If it is tails, it is normally an
incomplete pass. However, if the Long
Yardage defense was played, some results indicate either an interception or a
sack (ie. 24i, -7).
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
intercepted in the end zone and downed, it may not be
returned for a TD.
Penalties:
On most plays (exceptions below) when a 20, 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.
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 ½ yard results. In these cases, the
penalty should be reduced ½ yd and the ball set on a whole yard.
Overtime Rules
·
At
the end of regulation, the visiting team will call the toss.
·
Overtime
is 10-mins maximum. If the team who receives scores a TD on their first
possession 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.
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 25 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.