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TIMING AND SUBSTITUTIONS. TONIGHT’S AGENDA. TIMING RULES STARTING/STOPPING CLOCK EXTENDING PERIODS ADJUSTING CLOCK DELAY OF GAME SUBSTITUTION RULES DEFINITIONS WHEN IS SUB ILLEGAL ILLEGAL PARTICIPATION. TIMING. GAME LENGTH – HS VARSITY: 4 - 12 MIN QUARTERS

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TIMING AND SUBSTITUTIONS


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tonight s agenda
TONIGHT’S AGENDA
  • TIMING RULES
    • STARTING/STOPPING CLOCK
    • EXTENDING PERIODS
    • ADJUSTING CLOCK
    • DELAY OF GAME
  • SUBSTITUTION RULES
    • DEFINITIONS
    • WHEN IS SUB ILLEGAL
    • ILLEGAL PARTICIPATION
timing
TIMING
  • GAME LENGTH –
    • HS VARSITY: 4 - 12 MIN QUARTERS
    • SUB-VARSITY 4 – EQUAL LENGTH QUARTERS
      • BOTH COACHES SHOULD AGREE IF YOU USE LESS THAN 12 MINUTE QUARTERS BUT TYPICAL PRACTICE IS JV’S PLAY 10 MIN, 9TH PLAY 9, 8TH PLAY 8 AND 7TH PLAY 7
timing1
TIMING
  • HALFTIME
    • NCAA 20 MINUTES
    • UIL EXCEPTION: 28 MINUTES MAX
    • SUBVARSITY: USUALLY SAME AS LENGTH OF 1 QUARTER
timing2
TIMING
  • ADJUSTING CLOCK
    • BEFORE THE GAME, THE REFEREE CAN DECIDE TO SHORTEN THE LENGTH OF QUARTERS AND HALFTIME IF HE FEELS DARKNESS WILL INTERFERE. BUT ALL 4 QUARTERS MUST DE DESIGNATED TO BE OF SAME LENGTH
    • DURING GAME, PLAYING TIME OF ANY PERIOD(S) AND HALFTIME MAY BE SHORTENED BY MUTUAL AGREEMENT OF COACHES AND REFEREE
timing3
TIMING
  • ADJUSTING CLOCK
    • TIMING ERRORS ON THE CLOCK CAN BE CORRECTED AT ANY TIME IN THE QUARTER IN WHICH THE ERROR OCCURRED
timing4
TIMING
  • STARTING CLOCK ON FREE KICK
    • THE GAME CLOCK WILL START WHEN THE BALL IS FREE KICKED (except in last 2 minutes of a half)
      • In last 2 minutes, it will start when ball is legally touched in the field of play or when it enters the field of play after being legally touched in the end zone
timing5
TIMING
  • STARTING CLOCK ON FREE KICK (last 2 min of a half)
    • If kickers touch ball before they are allowed to do so, CLOCK DOES NOT START yet
    • If receivers touch ball in their endzone and ball rolls into field of play, START CLOCK when ball crosses the goal line coming out
    • If receiver gains possession of ball in their endzone and runs it out, START CLOCK when ball crosses the goal line as he comes out
timing6
TIMING
  • STARTING CLOCK ON SCRIMMAGE DOWN
    • If clock is not running for some reason, it will be started whenever the ball is legally snapped.
    • In some cases, the clock might be stopped following a scrimmage down and restarted on Referee’s signal, prior to the snap
    • Clock will not run during a try down, during an extension of a period, or during extra periods (“overtime”)
timing7
TIMING
  • STOPPING THE CLOCK
    • See Rule 3-3-2 for a list of events that will cause the clock to be stopped. Most are obvious, i.e. a score, when a timeout is granted, etc. A few which might not be are:
      • When a scrimmage kick is made beyond the NZ – Ball becomes dead and clock should be stopped. (This is a foul also)
      • When there is an inadvertent whistle.
      • When the runner’s helmet comes off (This causes ball to become dead also)
timing8
TIMING
  • STARTING THE CLOCK
    • After the clock has been stopped, it will be restarted either on the ready for play or the next snap (except if next snap is a try down)
    • The clock will normally be re-started on the snap, unless it was stopped for 1 of 11 situations:
      • When Team A is awarded a 1st down (except after a legal kick)
timing9
TIMING

EXAMPLES:

Team A runs for a 1st down and is tackled inbounds. Clock stops, chains are moved, clock is re-started on the Ready For Play (RFP)

Team A runs, fumbles, Team B gets possession, runs, fumbles, and Team A falls on the ball. Clock stops, chains are moved, clock is restarted on the RFP

Team A punts, Team B muffs, Team A recovers. Clock stops, chains are moved, clock is restarted on the snap (it followed a legal kick)

timing10
TIMING
  • STARTING THE CLOCK
    • After the clock has been stopped, it will be restarted either on the ready for play or the next snap (except if next snap is a try down)
    • The clock will normally be re-started on the snap, unless it was stopped for 1 of 11 situations:
      • When Team A is awarded a 1st down (except after a legal kick)
timing11
TIMING
  • STARTING THE CLOCK (11 situations continued)
    • After a Referee’s timeout for an injured player or official, or when runner’s helmet comes off, or after an extended timeout for TV/radio. Clock starts on the RFP
    • After a Referee’s timeout to deal with timing error or unfair game clock tactics
timing12
TIMING
  • STARTING THE CLOCK (11 situations continued)
    • After a Referee’s timeout to complete a penalty (Except after a delay of game penalty by a team in a scrimmage kick formation)
    • After an inadvertent whistle (Except during a legal kick)
    • After a Head Coach’s conference
    • After a sideline warning
    • After an illegal pass to conserve time
    • After a measurement
timing13
TIMING
  • STARTING THE CLOCK (11 situations continued)
    • After a ball goes into an official’s possession
    • After a fumble that goes out of bounds in advance of the spot of fumble (Except if during a legal kick down or when Team B is awarded a 1st down)
  • IF THE CLOCK HAD BEEN STOPPED BECAUSE OF ANY OF THE PRECEDING 11 SITUATIONS, IT WILL RE-START ON THE RFP SIGNAL, EXCEPT………
timing14
TIMING
  • IF THE CLOCK HAD BEEN STOPPED BECAUSE OF ANY OF THE PRECEDING 11 SITUATIONS AND ANY OTHER SITUATION THAT WOULD NORMALLY CAUSE CLOCK TO START ON THE SNAP, IT WILL RE-START ON THE SNAP. (EXAMPLE FOLLOWS)
timing15
TIMING
  • TEAM A THROWS AN INCOMPLETE FORWARD PASS. CLOCK IS STOPPED. THERE IS A FLAG DOWN FOR HOLDING. NORMALLY, AFTER THE PENALTY IS ASSESSED, THE CLOCK WOULD RE-START ON THE RFP. BUT SINCE CLOCK WAS STOPPED DUE TO AN INCOMPLETE PASS, IT RE-STARTS ON THE SNAP.
extending periods
EXTENDING PERIODS
  • IF TIME IN A PERIOD EXPIRES DURING A PLAY, THE PERIOD WILL BE EXTENDED FOR AN UNTIMED DOWN, IF:
    • THERE IS AN ACCEPTED PENALTY FOR A LIVE BALL FOUL NOT PENALIZED AS A DEAD BALL FOUL DURING THAT DOWN, OR
    • THERE ARE OFFSETTING FOUILS DURING THAT DOWN, OR
    • THERE IS AN INADEVERTENT WHISTLE OR SIGNAL BY AN OFFICIAL WHICH CAUSES THE BALL TO BE COME DEAD
extending periods1
EXTENDING PERIODS
  • EXAMPLES:
    • TEAM A RUNS A PLAY. DURING THE PLAY, TIME IN THE PERIOD EXPIRES. ALSO DURING THE PLAY, TEAM A OR B FOULS. AT THE END OF THE PLAY, THE OFFENDED TEAM CAN ELECT TO ACCEPT THE PENALTY. DOING SO WILL RESULT IN AN UNTIMED DOWN. OR THEY CAN DECLINE THE PENALTY AND THE PERIOD IS OVER.
extending periods2
EXTENDING PERIODS
  • EXAMPLES:
    • TEAM A RUNS A PLAY. DURING THE PLAY WHICH IS A RUN THAT ENDS INBOUNDS, THERE IS A FOUL BY TEAM A. AT THE END OF THE PLAY THERE ARE 3 SECONDS LEFT ON THE CLOCK. ONCE THE PENALTY IS ENFORCED, THE CLOCK WILL BE STARTED ON THE READY FOR PLAY. IF THE CLOCK EXPIRES BEFORE TEAM A CAN SNAP, THE PERIOD IS NOT EXTENDED. (TIME DID NOT EXPIRE DURING THE DOWN)
2 minute warnings
2 MINUTE WARNINGS
  • WHENEVER THERE IS NO VISIBLE GAME CLOCK AS THE OFFICIAL TIMING DEVICE(i.e. ON A SUB-VARSITY FIELD)
    • REFEREE IS TO ADVISE FIELD CAPTAINS AND COACHES WHEN THERE ARE APPROXIMATELY 2 MINUTES LEFT IN THE HALF.
    • DO NOT INTERRUPT THE 25 SECOND CLOCK TO DO SO
    • CLOCK IS STOPPED TO GIVE THE WARNING AND RE-STARTED ON THE NEXT SNAP.
delay of game
DELAY OF GAME
  • THERE ARE MANY THINGS WHICH CAN CAUSE DELAY OF GAME AND A FEW DIFFERENT PENALTIES DEPENDING ON THAT CAUSED THE DELAY.
delay of game1
DELAY OF GAME
  • DELAYING START OF HALF: EA TEAM IS TO HAVE ITS PLAYERS ON THE FIELD IN TIME TO START EACH HALF. PENALTY IS 15 YARDS FROM THE SUCCEEDING SPOT
delay of game2
DELAY OF GAME
  • IF A HALF IS DELAYED DUE TO OTHER ACTIVITIES OCCURRING ON THE FIELD (BANDS, SPEECHES, ETC), THE HOME TEAM IS HELD RESPONSIBLE AND CAN BE PENALIZED 10 YARDS FROM THE SUCCEEDING SPOT

(EXCEPTION: THE REFEREE MAY WAIVE THE PENALTY FOR CIRCUMSTANCES BEYOND CONTROL OF HOME MANAGEMENT)

delay of game3
DELAY OF GAME
  • OTHER DELAYS: (ALL CARRY A 5 YARD PENALTY FROM SUCCEEDING SPOT)
    • TEAM A NOT SNAPPING BALL BEFORE 25 SECOND PLAY CLOCK EXPIRES
    • DELIBERATELY ADVANCING A BALL AFTER IT IS DEAD
    • WHEN A TEAM IS NOT READY TO PLAY AFTER A TIMEOUT, AFTER A SCORE, OR AFTER THE INTERMISSION BETWEEN 1ST AND 2D OR 3D AND 4TH PERIODS
    • DEFENSE USING SIGNALS TO DISCONCERT THE OFFENSIVE SIGNALS
    • DEFENSIVE ACTIONS DESIGNED TO CAUSE A FALSE START
delay of game4
DELAY OF GAME
  • OTHER DELAYS: (ALL CARRY A 5 YARD PENALTY FROM SUCCEEDING SPOT)
    • WHEN A TEAM HAS USED ALL 3 TIMEOUTS AND COMMITS AN INFRACTION FOR WHICH A CHARGED TIMEOUT IS THE PENALTY, i.e. FAILING TO WEAR REQUIRED EQUIPMENT.
substitution rules
SUBSTITUTION RULES
  • DEFINTIONS:
    • LEGAL SUBSTITUTE IS A REPLACEMENT FOR A PLAYER OR A PLAYER VACANCY DURING THE INTERVAL BETWEEN DOWNS
substitution rules1
SUBSTITUTION RULES
  • DEFINTIONS:
    • LEGAL INCOMING SUB BECOMES A PLAYER WHEN HE ENTERS THE FIELD OF PLAY OR AN END ZONE, AND:
      • COMMUNICATES WITH A TEAMMATE OR AN OFFICIAL, OR
      • ENTERS THE HUDDLE, OR
      • TAKES A POSITION IN A FORMATION, OR
      • PARTICIPATES IN A PLAY
substitution rules2
SUBSTITUTION RULES
  • DEFINTIONS:
    • HUDDLE: 2 OR MORE PLAYERS GROUPED TOGETHER AFTER THE READY FOR PLAY SIGNAL AND BEFORE THE SNAP OR FREE KICK
substitution rules3
SUBSTITUTION RULES
  • ANY NUMBER OF LEGAL SUBS MAY ENTER THE GAME BETWEEN PERIODS, AFTER A SCORE OR TRY, OR DURING THE INTERVAL BETWEEN DOWNS FOR PURPOSE OF REPLACING A PLAYER(S) OR FILLING PLAYER VACANCIES
substitution rules4
SUBSTITUTION RULES
  • IN ORDER TO MAKE THE SUBSTITUTION LEGAL, THE FOLLOWING RESTRICTIONS CANNOT BE VIOLATED:
    • NO INCOMING SUB CAN ENTER WHILE THE BALL IS IN PLAY (LIVE BALL FOUL, 5 YARD PENALTY)
    • NO PLAYER IN EXCESS OF 11 MAY LEAVE THE FIELD OF PLAY OR AN END ZONE WHILE THE BALL IS IN PLAY (LIVE BALL FOUL, 5 YARD PENALTY)
substitution rules5
SUBSTITUTION RULES
  • RESTRICTIONS CONT.:
    • INCOMING SUB MUST ENTER FROM HIS TEAM AREA AND DEPARTING REPLACED PLAYER MUST EXIT AT HIS TEAM’S SIDELINE (INCLUDING THE END ZONE) DEAD BALL FOUL, 5 YARD PENALTY
substitution rules6
SUBSTITUTION RULES
  • RESTRICTIONS CONT.:
    • REPLACED PLAYER MUST BEGIN DEPARTING THE HUDDLE OR HIS POSITION WITHIN 3 SECONDS OF THE SUB BECOMING A PLAYER. DEAD BALL FOUL, 5 YARD PENALTY
substitution rules7
SUBSTITUTION RULES

THIS RESTRICTION APPLIES TO BOTH TEAMS SO IT IS IMPORTANT TO GET TEAM B COUNTED BEFORE SNAP. BETTER TO PENALIZE THEM 5 YARDS THEN LETTING SNAP OCCUR AND THEN PENALIZING FOR 15

substitution rules8
SUBSTITUTION RULES
  • RESTRICTIONS CONT.:
    • TEAM A MAY NOT BREAK ITS HUDDLE WITH 12 OR MORE PLAYERS. IF THE EXTRA PLAYER(S) IS/ARE WITHIN 10 YARDS OF THE HUDDLE WHEN IT BREAKS, THEY ARE CONSIDERED TO BE BREAKING WITH IT AND THEREFORE ARE FOULING. DEAD BALL FOUL, 5 YARD PENALTY.
substitution rules9
SUBSTITUTION RULES
  • RESTRICTIONS CONT.:
    • A SUB WHO BECOMES A PLAYER MUST REMAIN IN THE GAME FOR 1 PLAY AND REPLACED PLAYERS MUST REMAIN OUT OF GAME FOR 1 PLAY, UNLESS THERE IS AN INTERVAL BETWEEN PERIODS OR A TIMEOUT CHARGED TO EITHER TEAM OR THE OFFICIALS
substitution rules10
SUBSTITUTION RULES
  • RESTRICTIONS CONT.:
    • WHEN TEAM A IS SUBBING OR SIMULATING SUBBING, THEY CANNOT RUSH TO THE LINE AND SNAP THE BALL QUICKLY WITH INTENT OF CREATING A DEFENSIVE DISADVANTAGE.
      • 1ST TIME – PENALIZE AS A DEAD BALL FOUL IMMEDIATELY, 5 YARDS, AND WARN THE COACH THAT FURTHER USE OF TACTIC WILL RESULT IN UNSPORTSMANLIKE CONDUCT PENALTY
      • 2D AND SUBSEQUENT TIMES – PENALIZE AS A DEAD BALL FOUL IMMEDIATELY, 15 YARDS.
substitution rules11
SUBSTITUTION RULES
  • IF A TEAM HAS 12 OR MORE PLAYERS ON THE FIELD DURING A PLAY, AND NONE ARE ATTEMPTING TO LEAVE THE FIELD, THEY ARE GUILTY OF ILLEGAL PARTICIPATION. 15 YARD PENALTY FROM PREVIOUS SPOT.
rule references
RULE REFERENCES
  • RULE 3-2
  • RULE 3-3
  • RULE 3-4
  • RULE 3-5