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Team Personal During Coin Toss
Captains: No more than 4 from each team allowed to attend the coin toss
All other team members: Must be in the area between the 9yd. marks and the sideline or the team area
- Penalty: 5yd from the SS
Beginning Extra Periods
Both teams sent to the team ares and officials assemble at the 50yd. to discuss the tiebreaker rules
A coin toss is ran just like the beginning of the game
- No option to differ, must choose offense or defense and the other team gets to pick what EZ to use
Extra Period
Two possession series (each team gets one) series that are started by a snap from the opponent’s 25yd
Possession Series
A team’s dive in overtime
They retain the ball until they score or fail to achieve a first down
- If there is a change of team possession the play remains live but if A gets possession back later on in the play their possession series is over and B is awarded the ball
Extra Period: Trys
First extra period: 1 or 2 point allowed
Second extra period: only 2 point
Third extra period: just tries
Extra Period: Penalty enforcement on change of team possession
Fouls on either teams are declined by rule after a change of possession
- Penalties for flagrant personal fouls, unsportsmanlike conduct fouls, dead-ball personal fouls and live-ball fouls treated as dead-ball fouls are enforced on the succeeding play (Not all live ball personal fouls)
If the scoring team committed a foul their score is canceled
- When a live-ball treated as a dead-ball the score is allowed
If B has the ball with clean hands and both teams fouled then the fouls cancel and the down is not replayed
- Penalties for flagrant personal fouls, unsportsmanlike conduct fouls, dead-ball personal fouls and live-ball fouls treated as dead-ball fouls are enforced on the succeeding play (Not all live ball personal fouls)
Extra Period: Timeouts
Each team is given one timeout for the 1st extra period, 2nd extra period, 3rd extra period
- These do not carry over and no team is given a timeout after the 3rd extra period
TV or radio timeouts are allowed after the 2nd extra period
- Shall not extend a team timeout
There will be a 2:00 mandatory break after the 2nd period
- Regardless to if there is or isn’t media present at the game
Length of periods and intermissions
4 15:00 quarters will be played
A 20:00 intermission will be between the 2nd and 3rd
- Will start when the field is completely clear and the R gives the wind clock signal
A 1:00 intermission will be between the 1st and 2nd / 3rd and 4th
- May be extended for purposes of media
Field Availability
Game administration is tasked with the timing of halftime activities
- Will make the field abatable to teams no later than 3:00 before the 2nd half is set to commence
If any player enters the playing enclosure before the field is made available to the teams there must be a staff member with them
- If the kickers come out to kick before the field is made abatable to the teams they must start in the team area and kick into a net
Timing Adjustments
R may change both play time and intermissions before the game for reasons of darkness or other conditions interfering with the game
- All quarters must be of equal length
R with both head coaches approval may alter the length of any remaining period(s)
If a play clock goes out and there isn’t knowledge of what time was on the clock it shall be reset based off the play clock rules
Extending periods
A period is only to be extended in the 2nd or 4th quarters
There is an accepted live-ball foul
- If a loss of down foul the offended team has the option to not play an untimed down
There are offsetting fouls
There is an IW or other incorrect signaling the ball dead
If a fair catch kick is elected as the way to put a ball in play
The try for A touchdown is scored on a play where the period expires
Game Clock
Either kept on a stop watch by the LJ, SJ, FJ, BJ or a game clock operator under the direction of the appropriate official
- The game clock operator can either be on the sideline or in a press box
Game admin determine the way the clock is kept
40 Second Play Clock
The ball becomes dead and nothing in the 25 second section is in effect
If the clock does not start or the count is interrupted for any reason beyond the officials or clock operator control
An injury timeout for the defensive team
A defensive player’s helmet comes completely off throughout the play
- Not after a team except after a team timeout or the 2:00 timeout
25 Second Play Clock
During a 40 second play clock the ball is not made ready before the clock reaches 0:25
Penalty administration
Charged team timeout
2:00 timeout
Media timeout
An injury timeout for the offensive team
Measurements
Team B awarded a first down, other than after a free kick
After a kicking down, other than a free kick
Scoring a touchdown that is not during the try
Start of each period
Start of team possession in extra periods
An instant replay review
Other administrative stoppages
To attempt a fair catch kick
An offensive players helmet comes completely off thought the play
Spiking the ball
If the clock is to start on the ready at least 0:03 must be on the clock for the offense to be able to spike the ball
Starting and Stopping Clock: Free Kicks
Start when the ball is leaky touched
Stop when the ball becomes dead
Starting and Stopping Clock: Scrimmage Downs
Clock will run on either that R’s signal or when the ball is snapped
Will not run on a try, extension of a period, overtime
Starting and Stopping Clock: After a Score
Clock will automatically stop on the signal of a successful scoring attempt
Clock Starts: Sanp
Touchback
Team A fumble or backwards pass is ruled out of bounds anytime after the 2:00
- Forward fumbles are on R’s signal
Team B is awarded a first down and will be next to snap the ball
A forward pass is ruled incomplete
There is a team timeout
The ball becomes illegal
A period ends
A legal kicking down ends
A return kick is made
A scrimmage kick is made beyond the neutral zone
There is a delay of game foul with A in scrimmage kick formation
A 2:00 minute timeout is declared
Clock Starts: Ready
Team A first down