Rule 3 Periods, Time Factors and Substitutions

SECTION 1. Start of Each Period Pregame, First and Third Periods

ARTICLE 1.

a. Pregame Warmup. Prior to regular season games, teams must have access to the field for pregame warm-ups until at least 22 minutes before the opening kickoff. This may be altered in advance through written mutual agreement of the teams. Game management personnel are responsible for administering this rule.

b. When any Squad Member enters the playing enclosure prior to the officials escorting the captains out for the coin toss, the head coach or an assistant coach from that team must be present on the field.

c. When Squad Members are present within the playing enclosure subsequent to the officials’ jurisdiction, they must be wearing their jerseys or have their numerals readily visible. Any player without their numeral readily visible must leave the playing enclosure.

Approved Ruling 3-1-1 I. After the officials’ jurisdiction has begun, a few home team players enter the playing enclosure without their game jersey, and do not have their numeral readily visible. RULING: The players with no game jersey or numeral readily visible must immediately leave the playing enclosure. The head coach or assistant coach(es) on the field may help with this situation.

d. Each half shall start with a kickoff.

e. Three minutes before the scheduled starting time, the referee shall toss a coin at midfield in the presence of not more than four field captains from each team and another game official, first designating the field captain of the visiting team to call the coin toss. Before the second half, the referee will obtain the teams’ second-half options.

f. During the coin toss, each team shall remain in the area between the nine-yard marks and its sideline or in the team area. The coin toss begins when the field captains leave the nine-yard marks and ends when the captains return to the nine-yard marks.

PENALTY [f]—Five yards from the succeeding spot [S19].

g. The winner of the toss shall choose one of the following options:

1. To designate which team shall kick off.

2. To designate which goal line their team shall defend.

3. To defer their team’s selection to the second half.

h. The opponent shall then choose option 1 or 2 above, as available.

i. If the winner of the toss chooses option 3 above, then after the opponent’s choice the winner selects the available option (1 or 2 above).

j. For the second half the loser of the toss, or the winner who chooses option 3 above, shall choose option 1 or 2 above. The opponent then chooses the remaining available option.

Second and Fourth Periods

ARTICLE 2. Between the first and second periods and also between the third and fourth periods, the teams shall defend opposite goal lines.

a. The ball shall be relocated at a spot corresponding exactly, in relation to goal lines and sidelines, to its location at the end of the preceding period.

b. Possession of the ball, the number of the down and the distance to be gained shall remain unchanged.

Extra Periods

ARTICLE 3. The NCAA tiebreaker system will be used when a game is tied after four periods. NCAA football-playing rules apply, with the following exceptions:

a. Immediately after the conclusion of the fourth quarter, officials will instruct both teams to retire to their respective team areas. The officials will assemble at the 50-yard line and review the tiebreaker procedures.

b. The officials will escort the captains (Rule 3-1-1) to the center of the field for the coin toss. The referee shall toss a coin at midfield in the presence of not more than four field captains from each team and another game official, first designating the field captain of the visiting team to call the coin toss. The winner of the toss may not defer the choice and must choose one of the following options:

1. Offense or defense, with the offense at the opponent’s 25-yard line to start the first possession series.

2. Which end of the field shall be used for both possession series of that overtime period.

c. The loser of the toss shall exercise the remaining option for the first extra period and shall have the first choice of the two options for subsequent even-numbered extra periods.

d. Definition. An extra period shall consist of two possession series with each team putting the ball in play by a snap on or between the hash marks on the designated 25-yard line (unless relocated by penalty); this becomes the opponent’s 25-yard line. The snap shall be from midway between the hash marks, unless the offensive team selects a different position on or between the hash marks before the ready-for-play signal. After the ready-for-play signal, the ball may be relocated only after a charged team timeout, unless preceded by a Team A foul or offsetting fouls.

e. Possession series. Each team retains the ball during a possession series until it scores or fails to make a first down. The ball remains alive after a change of team possession until it is declared dead. However, Team A may not have a first down if it regains possession after a change of team possession. Beginning with the third extra period, a team’s possession series will be one play for a two-point try from the three-yard line, unless relocated by penalty. Team A and B designations are the same as defined in Rule 2-27-1.

Approved Ruling 3-1-3 I. Other than on the try, Team B scores a touchdown after intercepting a forward pass, intercepting or recovering a backward pass or fumble, or returning a blocked field goal attempt. RULING: Period and game are ended, and Team B is the winner.

Approved Ruling 3-1-3 II. During the first possession series of a period, Team B intercepts a forward pass, or intercepts or recovers a fumble or a backward pass, and does not score a touchdown. RULING: Team A’s possession series is ended and Team B starts its series. Team B becomes Team A when the referee declares the ball ready for play.

Approved Ruling 3-1-3 III. During the first possession series of a period, Team A’s field goal attempt is blocked and does not cross the neutral zone. Team A recovers the ball and runs for a touchdown. RULING: Six points for Team A. Team B begins its possession series after the try.

Approved Ruling 3-1-3 IV. Team A’s field goal attempt is blocked and does not cross the neutral zone. A23 recovers the ball and is tackled beyond the line to gain. RULING: Team A retains the ball to continue its possession series. First and 10.

Approved Ruling 3-1-3 V. On first, second or third down, Team A’s field goal attempt is blocked and does not cross the neutral zone. A23 recovers the ball and is tackled short of the line to gain. RULING: Team A’s ball, next down.

Approved Ruling 3-1-3 VI. During the first possession series of a period, Team B gains possession and then loses possession to Team A, which (a) scores a touchdown; (b) does not score a touchdown. RULING: (a) The score counts. In both (a) and (b), Team A’s possession series ends and Team B begins its possession series.

Approved Ruling 3-1-3 VII. During the first possession series of a period, Team A fumbles into Team B’s end zone on second down of a series. Team B recovers and downs the ball in its end zone. RULING: Team A’s possession series is ended. Team B begins its possession series.

Approved Ruling 3-1-3 VIII. During the first possession series of a period, B10 intercepts a forward pass on his six-yard line and downs the ball in his end zone. RULING: Safety: two points for Team A. Team A’s possession series is over. Team B will put the ball in play, first and 10 on the 25-yard line at the same end of the field.

Approved Ruling 3-1-3 IX. Team A’s field goal attempt is untouched beyond the neutral zone until B17 muffs it at the five-yard line. A75 recovers at the three-yard line. RULING: Team A’s possession series continues; first down for Team A at the three-yard line.

f. Scoring. The team scoring the greater number of points during the regulation and extra periods shall be declared the winner. There shall be an equal number of possession series, as described in (e) above, in each extra period, unless Team B scores other than on the try. Beginning with the second extra period, teams scoring a touchdown must attempt a two-point try. Although not illegal, a one-point try attempt by Team A will not result in a score.

Approved Ruling 3-1-3 X. On the first possession series of a period, Team A scores a touchdown. On the try, Team B intercepts a pass and returns it for a two-point touchdown. RULING: Team B starts its possession series at the 25-yard line with Team A leading in the overtime 6-2.

g. Fouls after a change of team possession:

1. Penalties against either team are declined by rule in extra periods. (Exceptions: 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.)

2. A score by a team committing a foul during the down is canceled. (Exception: Live-ball foul treated as a dead-ball foul.)

3. If both teams foul during the down and Team B had not fouled before the change of possession, the fouls cancel and the down is not repeated. (Exceptions: 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.)

Approved Ruling 3-1-3 XI. After the end of the first possession series by Team A, Team B commits a dead-ball foul. RULING: Team B starts its possession series on the 40-yard line, first and 10.

Approved Ruling 3-1-3 XII. During the first possession series of a period, A12 throws a forward pass and Team A is flagged for an illegal shift. B25 intercepts the pass, and B38 a) clips or (b) commits a flagrant personal foul before B25 crosses Team A’s goal line. RULING: Score not allowed. The fouls cancel and the down is not repeated. Team A’s possession series is ended, and a) Team B begins its possession series at the 25-yard line; b) B38 is ejected and Team B begins its possession series at the 40-yard line.

Approved Ruling 3-1-3 XIII. During the second possession series of a period, B25 intercepts a pass and carries the ball across Team A’s goal line. During the run, B79 clips at midfield. RULING: No touchdown. Either the game is over, or the next period will start with first and 10 at the 25-yard line, since the penalty is not carried over.

h. Timeouts. Each team shall be allowed one timeout for each extra period. (Rule 3-3-7) Timeouts not used during the regulation periods may not be carried over into the extra period(s). Unused extra-period timeouts may not be carried over to other extra periods. Timeouts between periods shall be charged to the succeeding period.

Radio and television timeouts are permitted only between extra periods (first and second, second and third, etc.). Charged team timeouts may not be extended for radio and television purposes. The extra period(s) begins when the ball is first snapped.

In the absence of a media timeout, after the second and fourth extra period, there will be a two-minute mandatory break period.

Approved Ruling 3-1-3 XIV. During the first possession series B37 intercepts a forward pass and has a clear field to the goal line when he makes an obscene gesture toward the nearest opponent. RULING: Team B’s score is canceled and the penalty is carried over. Team B begins its possession series on the 40-yard line, first and 10 (Rules 3-1-3 and 3-1-3g-1 and 2).

SECTION 2. Playing Time and Intermissions

Length of Periods and Intermissions

ARTICLE 1. The total playing time in a collegiate game shall be 60 minutes, divided into four periods of 15 minutes each, with one-minute intermissions between the first and second periods (first half) and between the third and fourth periods (second half) (Exception: A one-minute intermission between the first and second and the third and fourth periods may be extended for radio and television timeouts).

a. No period shall end until the ball is dead and the referee declares the period ended [S14].

b. The intermission between halves of a regular-season game shall be 20 minutes, unless shortened before the game by mutual agreement of the administrations of both schools. Immediately after the second period ends, the referee should begin the intermission by signaling to start the game clock [S2].

c. Game management will determine the timing of halftime activities. The field will be available to squad members no later than three minutes prior to the second half kickoff. When any Squad Member enters the playing enclosure during the halftime intermission, a staff member from that team must be present on the field.

If kickers or other squad members come onto the playing enclosure before the field is available, their activities must be confined to the team area. All team personnel will be respectful of scheduled halftime activities, and all kicks must be into the practice kicking nets until the field is available.

Timing Adjustments

ARTICLE 2. Before the game starts, playing time and the intermission between halves may be shortened by the referee if they are of the opinion that darkness or other conditions may interfere with the game. The four periods must be of equal length if the game is shortened before its start.

a. Any time during the game, the playing time of any remaining period or periods may be shortened by mutual agreement of the opposing head coaches and the referee. 

Approved Ruling 3-2-2 I. At halftime the score is 56-0. The coaches and the referee agree that the third and fourth quarters should be shortened to 12 minutes each. The coaches also request that the second half be played with a “running clock,” i.e., that the game clock not be stopped. RULING: The remaining quarters may be shortened to 12 minutes each. However, the “running clock” is not allowed; normal clock rules apply for the entire game.

b. Timing errors on the game clock may be corrected but only in the period in which they occur.

c. If the referee has positive knowledge of the elapsed time, they will reset and appropriately start the game clock.

d. Timing errors on a play clock may be corrected by the referee. The play clock shall start again (Rule 2-29-2).

e. When the play-clock count is interrupted by circumstances beyond the control of either team (without positive knowledge of game clock elapsed time), a new count shall be started and the game clock shall start per Rule 3-2-4b.

f. The 40/25-second clock is not started when the game clock is running with fewer than 40 or 25 seconds, respectively, in a period. The play clock shall be set appropriately and continuously display this time (40 or 25 seconds) and hold.

g. The game clock should not be stopped if the play clock is started in conflict with paragraph f above.

h. Timing adjustments for games using Instant Replay are governed by Rule 12-3-6 and 12-3-7.

Extension of Periods

ARTICLE 3.

a. A period shall be extended for an untimed down if one or more of the following occurs during a down in which time expires in the 2nd or 4th quarter:

1. A penalty is accepted for a live-ball foul(s) (Exception: Rule 10-2-5a). At the option of the offended team, the period is not extended if the foul is by the team in possession and the statement of the penalty includes loss of down.

2. There are offsetting fouls.

3. An official sounds their whistle inadvertently or otherwise incorrectly signals the ball dead.

Approved Ruling 3-2-3 I. During the extension of a period after the ball is ready for play and before the snap, Team A commits a foul. RULING: Dead-ball foul. Team A is penalized for the foul and is entitled to complete the down.

Approved Ruling 3-2-3 II. Time expires during Team A’s free kick at the end of the second quarter. A1 is offside on the kick. RULING: Penalty—Five yards from the previous spot, the end of Team B’s run, or the touchback spot, and the period is extended. Repeat the free kick or Team B is awarded an untimed down.

Approved Ruling 3-2-3 III. Time expires during Team A’s attempted field goal at the end of the second quarter. Team B was offside. RULING: Penalty—Five yards from the previous spot, the period is extended (Rules 10-2-2d-4a).

Approved Ruling 3-2-3 IV. A Team A player interferes with the opportunity to catch a kick (not a try) during a down in which time expires in the first quarter. RULING: Penalty—15 yards from the spot of the foul. The period is not extended and the penalty will be enforced at the beginning of the second quarter.

Approved Ruling 3-2-3 V. Team A scores a touchdown during a down in which time expires. After the touchdown, but before the try, either team fouls. RULING: The period is extended only for the try. The penalty may be enforced on the try or the succeeding kickoff, or the succeeding spot in extra periods.

Approved Ruling 3-2-3 VI. Team A scores a touchdown during a down in which time expires. During Team A’s successful try, Team B fouls. RULING: The period is not extended for the kickoff. Team A may accept the penalty and repeat the try, or decline the penalty and accept the score. Penalties for personal fouls and unsportsmanlike conduct are enforced on the subsequent kickoff or the succeeding spot in extra periods.

Approved Ruling 3-2-3 VII. Team A scores a touchdown during a down in which time expires. After the try ends, either team commits a dead-ball foul. RULING: The try may be repeated for an accepted penalty if a live-ball foul occurred during the try; the penalty for the dead-ball foul will then also be enforced on the repeated try. The period is not extended to enforce a penalty for a dead-ball foul. If accepted, this penalty must be enforced on the kickoff to start the next period or at the succeeding spot in extra periods.

Approved Ruling 3-2-3 VIII. Time expires in the first half on a play in which A12 is beyond the neutral zone when he completes a pass to A88 in Team B’s end zone. RULING: Team B accepts the penalty to nullify the score, and at the option of the offended team the period is not extended because the penalty includes loss of down. The first half ends.

b. Additional untimed downs will be played until a down is free of the circumstances in statements 1, 2 and 3 of Rule 3-2-3a (above).

c. If a touchdown is scored during a down in which time in a period expires, the period is extended for the try (Exception: Rule 8-3-2a).

Timing Devices

ARTICLE 4.

a. Game Clock. Playing time shall be kept with a game clock that may be either a stopwatch operated by the line judge, back judge, field judge or side judge, or a game clock operated by an assistant under the direction of the appropriate judge. The type of game clock and the location of the game clock operator shall be determined by the game management. The game clock operator may be located on the sideline or in the traditional press box area. If the clock operator is in the traditional press box, it is recommended the location is between the goal lines. This location shall be shielded from public interference and shall afford a direct and unobstructed view of the playing field.

The game clock shall not display tenths of seconds.
b. 40-Second Clock.

1. When an official signals that the ball is dead, the play clock shall begin a 40-second count.
2. If the 40-second clock does not start or the count is interrupted for reasons beyond the control of the officials or the play-clock operator (e.g., clock malfunction), the referee shall stop the game clock and signal (both palms open in an over-the-head pumping motion) that the play clock should be reset at 40 seconds and started immediately.
3. In the event that the 40-second play clock is running and reads 25 before the ball is ready to be snapped, the referee shall declare a timeout and signal that the play clock be set at 25 seconds. When play is to be resumed, the referee will give the ready-for-play signal [S1] and the play clock shall begin the 25-second count. The game clock will start on the snap unless it had been running when the referee declared a timeout; in that case, it will start on the referee’s signal (Rule 3-3-2f). 

Approved Ruling 3-2-4 I. When the ball is dead after a running play that ends out of bounds, the 40-second play clock is started. The umpire receives the ball from the line judge, and as he is placing it on the ground, he sees that it is one of Team B’s balls. He tosses the ball to the line judge who attempts to get a Team A ball from the ball boy. RULING: If the play clock reads 25 or less before the correct ball is in from the sideline and ready for play, the Referee declares a timeout and signals to reset the play clock to 25 seconds. When the correct ball is ready for play he signals to start the play clock and the game clock.

Approved Ruling 3-2-4 II. When the ball is dead after a running play that ends in the side zone, the officials have difficulty getting the ball in to the hash mark. As the play clock nears 25, the Umpire places the ball on the ground, and by the time the officials are ready, the play clock is somewhat below 25 when the Umpire steps away. RULING: Without stopping the game clock, the Referee gives the “pump” signal to indicate that the play clock is to be reset to 25. If the play clock is quickly reset to 25, the game clock does not stop. Only if the play clock operator does not quickly respond to the Referee’s “pump” signal will the Referee declare a timeout, signal for the play clock to be set at 25, and then signal to start both the play and game clocks.

Approved Ruling 3-2-4 III. Team A scores a Touchdown and the 40 second play clock is started. Without stopping the game, the Referee receives positive confirmation from the Replay Official that the Touchdown is good. The play clock displays: (a) 25 or more seconds, or (b) 24 or less seconds. RULING: The Referee (a) signals to clear the Center Judge and allow the ball to be snapped. (b) The Referee will signal the play clock be reset to 25 seconds, and will then signal to clear the Center Judge and allow the ball to be snapped.

Approved Ruling 3-2-4 IV. Team A scores a Touchdown and the 40 second play clock is started. With less than 25 seconds on the play clock, Team A Head Coach or Team Captain requests the ball be moved to the left hash mark. RULING: The officials will not honor the request. Team A may call a timeout to relocate the ball unless preceded by a Team A foul or offsetting fouls.

c. 25-Second Clock. If the officials signal the game clock to be stopped for any of the following reasons, the referee shall signal (one open palm in an over the-head pumping motion) that the clock should be set at 25 seconds:

1. Penalty administration.
2. Charged team timeout.
3. Media timeout.
4. Injury timeout for a player of the offensive team only. The play clock is set to 40 seconds for an injury to a player of the defensive team.
5. Measurement.
6. Team B is awarded a first down other than a free kick.
7. After a kick down other than a free kick.
8. Score other than a touchdown (not the try).
9. Start of each period.
10. Start of a team’s possession series in an extra period.
11. Instant replay review.
12. Other administrative stoppage.
13. An offensive team player’s helmet comes completely off through play. The play clock is set to 40 seconds if the helmet comes completely off a player of the defensive team. When play is to be resumed, the referee will give the ready-for-play signal [S1] and the play clock will begin its count.

d. Device Malfunction. If a visual 40/25-second timing device becomes inoperative, both coaches shall be notified by the referee immediately and both clocks shall be turned off.

Minimum Time For A Play After Spiking The Ball

ARTICLE 5. If the game clock is stopped and will start on the referee’s signal with three or more seconds remaining in the quarter, the offense may reasonably expect to throw the ball directly to the ground (Rule 7-3-2f) and have enough time for another play. With two seconds or one second on the game clock there is enough time for only one play. 

Approved Ruling 3-2-5 I. Late in a quarter Team A, out of timeouts, makes a first down, stopping the clock which reads 0:03. Team A intends to spike the ball and run an additional play. The referee appropriately blows his whistle and signals, which starts the game clock. The quarterback takes the snap and raises the ball high over his head before throwing it directly to the ground. The game clock shows 0:00. RULING: Time in the quarter has expired. Although there were 3 seconds on the game clock when the referee signaled it to start, there is no guarantee of enough time to run an additional play other than spiking the ball. The offense must execute the spike in a timely manner.

SECTION 3. Timeouts: Starting and Stopping the Clock

Timeout

ARTICLE 1.

a. An official shall signal timeout when the rules provide for stopping the clock or when a timeout is charged to a team or to the referee. Other officials should repeat timeout signals. The referee may declare and charge themselves with a discretionary timeout for any contingency not elsewhere covered by the rules.

Approved Ruling 3-3-1 I. On third and 2-1/2, A45 fumbles a live ball after gaining three yards. The officials cannot determine who has recovered the fumble, so the line judge signals the clock to stop while the ball is being located. A45 is found to be in possession of the ball and (a) has not made his line to gain or (b) has made his line to gain. RULING: The 40-second clock starts when the ball is declared dead. (a) The referee immediately will signal the game clock to start. (b) The game clock will start on the referee’s signal when the ball is ready for play.

Approved Ruling 3-3-1 II. On second and 14, A45 gains six yards and is downed with the ball in his possession. The linesman, mistaking the back stake of the line-to-gain chain for the front stake, erroneously signals the clock to stop. RULING: As soon as the error is detected by any official, the signal to start the clock shall be given by the game official detecting the error.

Approved Ruling 3-3-1 III. Team A fumbles or the ball is loose after a backward pass. Several players dive on the ball, creating a “pile.’’ RULING: The covering official(s) shall stop the clock and the 40-second clock shall start. Upon positive knowledge of who recovered, the referee will point in the direction governed by possession and start the game clock (a) immediately if Team A has recovered short of the line to gain (no first down), or (b) on the snap if Team B has recovered.

Approved Ruling 3-3-1 IV. A shoelace, pad lace, jersey, number or equipment breaks or tears. RULING: No referee’s discretionary timeout permitted for repair or replacement.

Approved Ruling 3-3-1 V 3/5 @ B-30. It is late in the half and both teams have all their timeouts remaining. With Team A at the line and ready to snap the ball, the Team B head coach requests a timeout, and the timeout is granted. After the timeout, both teams are in formation and the ball is ready for play. (a) Team B head coach requests a time out, or (b) Team A head coach requests a timeout. RULING: (a) The officials shall not acknowledge the timeout request. Team B still has 2 timeouts remaining, but since they have already called a
timeout in the dead ball period, a timeout is not available for Team B, (b) Team A timeout is granted. Since they have timeouts remaining and have not called a timeout in this dead ball period, Team A has a timeout available.

Approved Ruling 3-3-1 VI 3/5 @ B-30. It is late in the half and both teams have all their timeouts remaining. With Team A at the line and ready to snap the ball, the Team B head coach requests a timeout, and the time out is granted. After the timeout, both teams are in formation and the ball is ready for play. Just before the snap, A77 commits a false start. Team A is penalized 5 yards creating a 3/10 situation. Both teams are back in formation with the ball ready for play, and Team B head coach requests a timeout. RULING: The officials shall not acknowledge the Team B head coach’s timeout request. Team B still has 2 timeouts remaining, but since they have already called a timeout in the dead ball period, a timeout is not available for Team B. Because the false start is a dead ball foul, we are still in the same dead ball period from when Team B called a timeout, so a timeout is not available to Team B.

b. When a team’s charged timeouts are exhausted or are not available and it requests a timeout, the officials shall not acknowledge the request. (Rule 3-3-4).

c. Once the game begins, players shall not practice with a ball on the field of play or the end zones except during the half-time intermission.

Starting and Stopping the Clock

ARTICLE 2.

a. Free Kick. After the ball is free-kicked, the game clock shall be started on an official’s signal when the ball is legally touched in the field of play, or when it crosses the goal line after being touched legally by Team B in its end zone. It is subsequently stopped on an official’s signal when the ball is dead by rule. 

Approved Ruling 3-3-2 VII. Free Kick @ A-35. Team A executes an on-side kick. After the ball has traveled 10 yards, (a) B21 gives a valid fair catch signal and makes a clean catch; (b) A80 is first to touch the ball and makes a clean legal catch or recovery; (c) B21 catches or recovers the ball and immediately goes to the ground; (d) B21 makes a clean recovery with their knees on the ground. RULING: The ball is declared dead and, (a) No time will run off the clock; (b) No time will run off the clock; (c) the clock operator shall start the clock when the ball is legally touched and will stop the clock when the ball is declared dead (Rule 3-3-2a); (d) No time will run off the clock.

b. Scrimmage Down. When a period begins with a scrimmage down, the game clock shall be started when the ball is legally snapped. On all other scrimmage downs, the game clock shall be started when the ball is legally snapped (Rule 3-3-2d) or on a prior signal by the referee (Rule 3-3-2e). The game clock shall not run during a try, during an extension of a period or during an extra period.

Approved Ruling 3-3-2 I. Fourth and six. Team A’s running play, which ends inbounds, gains (a) eight yards or (b) five yards. B1 is offside during the play. RULING: (a) Team A’s ball. First and 10. The clock starts on the referee’s signal. (b) Team A’s ball. Fourth and one. The clock starts on the referee’s signal. (Rules 3-3-2e-1 and 3-3-2e-4)

Approved Ruling 3-3-2 II. Fourth and four. Team A’s running play, which ends inbounds, gains (a) six yards or (b) three yards. B1 is offside during the play. RULING: (a) Team A’s ball, first and 10. The clock starts on the referee’s signal. (b) Team A’s ball, first and 10 after accepting the penalty. The clock starts on the referee’s signal.

Approved Ruling 3-3-2 III. Third and four. Team A’s pass is intercepted by B1, who is downed inbounds. B2 was offside during the play. RULING: Team A’s ball. First and 10. The clock starts on the referee’s signal. Although the clock was stopped to award Team B a first down, Team B will not next snap the ball.

Approved Ruling 3-3-2 IV. Late in the second or fourth quarter, ball carrier A37 goes out of bounds. When the game clock is stopped it reads (a) 2:00, or (b) 1:59. RULING: (a) The game clock starts on the referee’s signal when the ball is ready for play. (b) The game clock starts on the snap.

c. After a Score. The game clock shall stop on an official’s signal after a touchdown, field goal or safety. It shall be started again as in (a) above unless an accepted penalty erases the score or the down is repeated, in which cases it shall be started when the ball is legally snapped.

d. Starts on the Snap. For each of the following, the game clock is stopped on an official’s signal. If the next play begins with a snap, the game clock will start on the snap:

1. Touchback.

2. With fewer than two minutes remaining in a half a Team A ball carrier, fumble or backward pass is ruled out of bounds. (Exception: After a Team A forward fumble goes out of bounds, the clock starts on the referee’s signal.)

3. Team B is awarded a first down and will next snap the ball.

Approved Ruling 3-3-2 V. Late in the second or fourth quarter, Team A has second and eight. B44 intercepts a legal forward pass and carries the ball out of bounds. B79 is in the neutral zone at the snap. When the game clock is stopped it reads (a) 2:00, or (b) 1:59. RULING: Team A accepts the penalty and retains possession of the ball. In both (a) and (b) the game clock starts on the referee’s signal, because Team B will not next snap the ball. In (b) if Team B is leading, the clock will start on the snap.

4. A forward pass is ruled incomplete.

5. A team is granted a charged timeout.

6. The ball becomes illegal.

7. A period ends.

8. A legal kick down ends. 

Approved Ruling 3-3-2 VI. Fourth and eight at the A-12, late in the fourth quarter. The punt is blocked and the ball does not cross the neutral zone. At the A-10, back A22 recovers the ball and throws a forward pass to eligible A88 who is tackled at the B-3. The game clock reads 0:03. RULING: Team A’s ball at the B-3, first and goal. The game clock starts on the snap because of the legal kick play. (Rules 3-3-2d-8, 3-3-2e-1, 3-3-2f)

9. A return kick is made.

10. A scrimmage kick is made beyond the neutral zone.

11. Team A commits a delay-of-game foul while in a scrimmage-kick formation.

e. Starts on the Referee’s Signal. For each of the following reasons, the game clock is stopped on an official’s signal. If the next play begins with a snap, the game clock will start on the referee’s signal:

1. Team A is awarded a first down, either through play or by penalty with less than two minutes remaining in the 2nd quarter or the 4th quarter.

2. A Team A forward fumble goes out of bounds.

3. Other than with fewer than two minutes remaining in a half, a Team A ball carrier, fumble or backward pass is ruled out of bounds.

4. To complete a penalty (Exception: Rule 3-4-4c).

5. An injury timeout is allowed for one or more players or an official.

Approved Ruling 3-3-5 I. At the end of a play, with the game clock running, the referee notices that A22 is bleeding. RULING: The referee stops the clock and declares an injury timeout. A22 leaves the field of play or the end zone for treatment by appropriate medical personnel. Unless there is also an injury to a Team B player the play clock is set to 25 seconds and starts on the ready-for-play signal (Rule 3-2-4c-4).

Approved Ruling 3-3-5 II. After being treated for a bleeding or oozing wound, A22 attempts to enter the game before the next snap. RULING: A22 must remain out of the game for at least one play. In any event, he may return only on the approval of his team professional medical personnel.

Approved Ruling 3-3-5 III. B52’s jersey has blood spots on it. RULING: Unless the official determines that the jersey is saturated with blood, B52 may remain in the game. (Note: Saturated is defined as soaked with moisture or drenched. If blood has penetrated through a garment to the skin or can be transferred to another player or game official, the garment is saturated.)

Approved Ruling 3-3-5 IV. An official notices that blood has soaked through B10’s jersey. RULING: B10 must leave the game until medical personnel have determined if the jersey must be replaced.

Approved Ruling 3-3-5 V. B10 tackles A12. An official determines that B10’s jersey is saturated with blood from a cut on A12’s arm. RULING: Both players must leave the game—A12 for treatment of his open wound, B10 for a determination by medical personnel as to whether he has to replace his jersey.

6. An inadvertent whistle is sounded.

7. A possible first-down measurement.

8. Both teams cause a delay in making the ball ready for play.

Approved Ruling 3-3-1 III. Team A fumbles or the ball is loose after a backward pass. Several players dive on the ball, creating a “pile.’’ RULING: The covering official(s) shall stop the clock and the 40-second clock shall start. Upon positive knowledge of who recovered, the referee will point in the direction governed by possession and start the game clock (a) immediately if Team A has recovered short of the line to gain (no first down), or (b) on the snap if Team B has recovered.

9. A live ball comes into possession of an official.

10. A head coach requests a conference or challenges an instant-replay decision.

11. The referee grants a media timeout.

12. The referee declares a discretionary timeout.

13. The referee declares a timeout for unfair noise (Rule 9-2-1b-5).

14. An illegal pass is thrown to conserve time (Exception: Rule 3-4-4c).

Approved Ruling 7-3-2 II. Late in either half with more than one minute remaining, A10 is unable to locate an open receiver. To conserve time, he throws a forward pass that is incomplete where there is no eligible Team A player. RULING: Illegal forward pass, intentional grounding. Penalty—Loss of down at the spot of the foul. The clock will start on the ready-for-play signal (Rule 3-3-2e-14 and 3-4-3).

Approved Ruling 7-3-2 III. On third down near the end of either half, potential field goal holder A4 muffs the snap and A4 or potential kicker A3 recovers the ball and immediately throws it forward to the ground. RULING: Illegal forward pass for intentional grounding; not a valid attempt to conserve time. Penalty—Loss of down at the spot of the foul. 10-second runoff option for Team B (Rule 3-4-4). Clock starts on the ready-for-play signal (Rules 3-3-2e-14 and 3-4-3) if the 10-second runoff is accepted.

Approved Ruling 7-3-2 IV. The ball is snapped over the head of quarterback A12, who is in the “shotgun’’ formation. A12 recovers the ball and immediately throws it forward to the ground. RULING: Illegal forward pass for intentional grounding; not a valid attempt to conserve time. Penalty—Loss of down at the spot of the foul. Clock starts on the ready-for-play signal (Rules 3-3-2e-14 and 3-4-3).

Approved Ruling 7-3-2 V. On third down near the end of the half, A1 muffs the snap. A1 or A4 catches the muffed ball and immediately throws it forward into the ground. RULING: Legal play.

Approved Ruling 7-3-2 VI. On third down near the end of the half, A1—positioned seven yards behind the snapper—catches the snap and immediately throws the ball forward to the ground. RULING: Legal play.

Approved Ruling 7-3-2 VII. With seconds remaining in a half and the ball ready for play, Team A quickly lines up and the ball is legally snapped to quarterback A12, who throws the ball forward directly to the ground. Team A’s formation was not legal at the snap. When the ball becomes dead, two seconds show on the game clock. RULING: Illegal formation. Penalty—Five yards from the previous spot. The clock starts on the snap.

15. The referee interrupts the 40/25-second count.

16. A player’s helmet comes completely off through play.

17. When either team commits a dead-ball foul.

18. Violation of a rule for mandatory equipment (Rule 1-4-4) or illegal equipment. (Rule 1-4-7)

f. Snap Supersedes Referee’s Signal. Whenever one or more incidents that cause the game clock to be started on the referee’s signal (Rule 3-3-2e) occur in conjunction with any that cause it to be started on the snap (Rules 3-3-2c and 3-3-2d), it shall be started on the snap. [Exception: Rule 3-4-4 (10-second runoff) supersedes this rule, other than when a team is granted a charged timeout.]

Approved Ruling 3-3-2 VIII. Third and five at the B-15 late in the fourth quarter, with Team A trailing 10-7. Quarterback A11 rolls out and is at the B-12 when he throws a forward pass that is incomplete. When the ball is dead the game clock shows 0:13. Team B accepts the penalty for the illegal forward pass. RULING: Fourth and seven at the B-17. Team B has the option for a 10-second runoff. Assuming that Team B accepts the runoff, the game clock is set at 0:03 and starts on the referee’s signal.

Approved Ruling 3-3-2 IX. Second and seven at the A-5 late in the second quarter. Quarterback A11 drops back to pass and is scrambling in his end zone as he tries to find an open receiver. About to be tackled in the end zone, A11 throws the ball forward to the ground in an area where there are no eligible receivers. The referee throws a flag for intentional grounding. When the ball is dead the game clock shows 0:18. Team B accepts the penalty. RULING: The penalty results in a safety, and Team A will free kick at the A-20. Team B has the option for a 10-second runoff. If Team B accepts the runoff, the game clock is set at 0:08 and starts on the referee’s signal. If Team B declines the runoff, the game clock remains at 0:18 and starts when the kicked ball is legally touched in the field of play.

Suspending the Game

ARTICLE 3.

a. The referee may suspend the game temporarily when conditions warrant such action.

b. When the game is stopped by actions of a person(s) not subject to the rules, or for any other reasons not specified in the rules, and cannot continue, the referee shall:

1. Suspend play and direct the players to their team areas.

2. Refer the problem to those responsible for the game’s management.

3. Resume the game when conditions are satisfactory.

c. If a game is suspended under Rules 3-3-3a and 3-3-3b before the end of the fourth period and cannot be resumed, there are four possible options:

1. Resume the game at a later date;

2. Terminate the game with a determined final score;

3. Forfeit of the game; or

4. Declare a no contest.

The option that takes effect shall be determined by conference policy if both institutions are members of the same conference. In nonconference competition, the directors of athletics at the participating institutions or their designees, in consultation with the coaches, must agree on one of the four options. This agreement will include the final score if the game is terminated (Rule 8-1-2). In the event that the directors of athletics do not reach an agreement, the conference policy of the home team shall be used to determine the outcome.

d. If a game is suspended under Rules 3-3-3a and 3-3-3b after four periods of play and cannot be resumed, the game shall be ruled a tie. The final score shall be the score at the end of the last completed period. (Note: If a winner must be determined in a conference playoff game, conference policy shall determine when and where the game will be resumed.)

e. A suspended game, if resumed, will begin with the same time remaining and under the identical conditions of down, distance, field position and player eligibility.

Approved Ruling 3-3-3 I. A game between teams from different conferences has been suspended in the middle of the third quarter very late at night due to weather. It is clear that the game cannot be resumed. The directors of athletics for the participating teams are unable to arrive at an agreement on which option should be in effect. RULING: The outcome of the game is determined by the conference policy of the home team.

Charged Team Timeouts

ARTICLE 4. When timeouts are not exhausted and are available, an official shall allow a charged team timeout when requested by any player or head coach when the ball is dead. Consecutive charged team timeouts are not allowed by the same team in any individual dead ball period.

a. Each team is entitled to three charged team timeouts during each half, with no more than one charged team timeout available per team, per individual dead ball period.

b. After the ball is declared dead and before the snap, a legal substitute may request a timeout if that player is between the nine-yard marks.

Approved Ruling 3-3-4 I. Before the snap, a legal substitute of either team running from the bench requests a timeout before being within the nine-yard marks. He then requests a timeout again after being within the nine-yard marks. RULING: Initial timeout request not granted. Second request granted (Rule 7-1-3b).

c. A player who participated during the previous down may request a timeout between the time the ball is declared dead and the snap without being between the nine-yard marks.

Approved Ruling 3-3-4 I. Before the snap, a legal substitute of either team running from the bench requests a timeout before being within the nine-yard marks. He then requests a timeout again after being within the nine-yard marks. RULING: Initial timeout request not granted. Second request granted (Rule 7-1-3b).

d. A head coach who is in, or in the vicinity of, their team area or coaching box may request a timeout between the time the ball is declared dead and the next snap.

e. A player, incoming substitute or head coach may request a head coach’s conference with the referee, if the coach believes a rule has been enforced improperly. If the rule enforcement is not changed, the coach’s team will be charged a timeout, or a delay penalty if all timeouts have been used.

1. Only the referee may stop the clock for a head coach’s conference.

2. A request for a head coach’s conference or challenge must be made before the ball is snapped or free-kicked for the next play and before the end of the second or fourth period (Rule 5-2-9).

3. After a head coach’s conference or challenge, the full team timeout is granted if charged by the referee.

Injury Timeout

ARTICLE 5.

a. In the event of an injured player(s):

1. An official will declare a timeout and the player(s) must leave the game. That player must remain out of the game for at least one down, even if that team is granted a team timeout. When in question, officials will take a timeout for an injured player.

2. The player(s) may not return to the game until receiving approval of professional medical personnel designated by their institution.

3. Medical personnel shall give special attention to players who exhibit signs of a concussion. (See Appendix C).

4. Whenever a participant (player or game official) is bleeding, has blood saturated on the uniform, or has blood on exposed skin, the player or game official shall go to the team area and be given appropriate medical treatment. The player may not return to the game without approval of medical personnel.

Approved Ruling 3-3-5 I. At the end of a play, with the game clock running, the referee notices that A22 is bleeding. RULING: The referee stops the clock and declares an injury timeout. A22 leaves the field of play or the end zone for treatment by appropriate medical personnel. Unless there is also an injury to a Team B player the play clock is set to 25 seconds and starts on the ready-for-play signal (Rule 3-2-4c-4).

Approved Ruling 3-3-5 II. After being treated for a bleeding or oozing wound, A22 attempts to enter the game before the next snap. RULING: A22 must remain out of the game for at least one play. In any event, he may return only on the approval of his team professional medical personnel.

Approved Ruling 3-3-5 III. B52’s jersey has blood spots on it. RULING: Unless the official determines that the jersey is saturated with blood, B52 may remain in the game. (Note: Saturated is defined as soaked with moisture or drenched. If blood has penetrated through a garment to the skin or can be transferred to another player or game official, the garment is saturated.)

Approved Ruling 3-3-5 IV. An official notices that blood has soaked through B10’s jersey. RULING: B10 must leave the game until medical personnel have determined if the jersey must be replaced.

Approved Ruling 3-3-5 V. B10 tackles A12. An official determines that B10’s jersey is saturated with blood from a cut on A12’s arm. RULING: Both players must leave the game—A12 for treatment of his open wound, B10 for a determination by medical personnel as to whether he has to replace his jersey.

Approved Ruling 3-3-5 VI. During a dead-ball interval, A85 notices a bleeding cut on his arm. He voluntarily goes to the team area and is replaced by A88. RULING: This is a legal substitution and there is no variation in game timing. A85 may return to the game after the injury has been treated, but he must adhere to substitution rules.

Approved Ruling 3-3-5 VII. On second down the Team A ball carrier is tackled inbounds. The clock is then stopped for an injury to a player of Team B. (a) No other players are injured on the play. (b) There is also an injury to a player of Team A. (c) The referee grants a media timeout. RULING: In (a), (b) and (c) upon preparing to resume play the referee will indicate that the play clock be set to 40 seconds. Both the play clock and the game clock will start on the ready-for-play signal.

b. Feigning an injury for any reason is unethical. An injured player must be given full protection under the rules, but feigning an injury is dishonest, unsportsmanlike and contrary to the spirit of the rules. For questionable game action, an institution or conference has the option to consult the national coordinator of football officials who would then facilitate a video review. After the review, the national coordinator will communicate any findings to the conference office for further action. Attention is directed to the statement in The Football Code.

c. An injury timeout may follow a charged team timeout.

d. The referee will declare a timeout for an injured official.

e. Following a timeout for an injured player of the defensive team, the play clock shall be set at 40 seconds.

f. Ten-Second Runoff. If the player injury is the only reason for stopping the clock (other than that player’s helmet or a teammate’s helmet coming off, Rule 3-3-9) with less than one minute in the half, the opponent has the option of a 10-second runoff.

1. The play clock will be set at 40 seconds for an injury to a player of the defensive team and at 25 seconds for an injury to a player of the offensive team (Rule 3-2-4c-4).

2. If there is a 10-second runoff the game clock will start on the referee’s signal. If there is no 10-second runoff the game clock will start on the snap.

3. The 10-second runoff may be avoided by the use of a charged team timeout if available.

4. There is no option of a 10-second runoff if there are injuries to opposing players. 

Approved Ruling 3-3-5 VIII. Late in the half ball carrier A35 is tackled. B79 goes to the ground with an injury and the officials stop the game clock, which shows (a) 12 seconds; (b) eight seconds. RULING: Team A has the option of a 10-second runoff. If there is no 10-second runoff the game clock starts on the snap. If Team A accepts the option, (a) there will be two seconds on the game clock which will start on the referee’s signal; (b) time in the half has expired.

Approved Ruling 3-3-5 IX. Late in the half ball carrier A35 is tackled beyond the line to gain. B79 goes to the ground with an injury. RULING: There is no option for a 10-second runoff because the game clock stops on the first down as well as the injury. The game clock starts on the referee’s signal.

Violation Timeouts

ARTICLE 6. For noncompliance with Rule 9-2-2f, the team will be charged a timeout (Rule 3-4-2b-2).

Length of Timeouts

ARTICLE 7.

a. A charged full team timeout requested by any player or head coach shall be one minute plus the five-second referee notification and the 25-second play clock interval. (Exception: Rule 3-3-4e-3)

b. For live-televised games only, a charged team timeout shall be 30 seconds plus the five-second referee notification and the 25-second play clock interval. However, the head coach may request that one of the allowed three timeouts in each half be a full timeout. This request should be communicated to the referee when the timeout request is made to the officials. The charged team timeout during an extra period (Rule 3-1-3h) may be a full timeout, at the request of the head coach.

c. In other than live-televised games, the head coach may request that any charged team timeout be 30 seconds in duration, plus the five-second referee notification and the 25-second play clock interval. The head coach indicates this request visually by touching their hands to their shoulders. The signal must be made promptly after the timeout is requested.

d. Other timeouts shall be not longer than the referee deems necessary to fulfill the purpose for which they are declared, including a radio or TV timeout, but any timeout may be extended by the referee for the benefit of an injured player (Refer to Appendix A for the guidelines for game officials to use during a serious on-field player injury).

e. If the team charged with a full team timeout wishes to resume play before the expiration of one minute and its opponent indicates readiness, the referee will declare the ball ready for play.

f. The length of a referee’s timeout depends on the circumstances of each timeout.

g. Penalty options must be exercised before a team timeout.

h. The intermission after a safety, try or successful field goal shall be not more than one minute. It may be extended for radio or television.

Referee’s Notification

ARTICLE 8. During a full team timeout (Rule 3-3-7a) the referee shall notify both teams after one minute. Five seconds later the referee shall declare the ball ready for play. During a 30-second team timeout (Rule 3-3-7b, c) the referee shall notify both teams after 30 seconds. Five seconds later the referee shall declare the ball ready for play.

a. When a third timeout is charged to a team in either half, the referee shall notify the field captain and head coach of that team.

b. Unless a visual game clock is the official timepiece, the referee also shall inform each field captain and head coach when approximately two minutes of playing time remain in each half. The referee may order the clock stopped for that purpose.

1. The play-clock count is not interrupted.

2. The clock starts on the snap after the two-minute notification.

c. If a visual game clock is not the official timing device during the last two minutes of each half, the referee or their representative shall notify each captain and head coach of the time remaining each time the clock is stopped by rule. Also, a representative may leave the team area along the limit line to relay timing information under these conditions.

Helmet Comes Off - Timeout

ARTICLE 9.

a. If a player’s helmet comes completely off through play, other than as the direct result of a foul by an opponent, the player must leave the game for the next down. The game clock will stop at the end of the down. The player may remain in the game if their team is granted a charged timeout.

b. When the helmet coming off is the only reason for stopping the clock, other than due to an injury to the player or their teammate (Rule 3-3-5), the following conditions apply:

1. The play clock will be set at 25 seconds if the player is on offense and at 40 seconds if the player is on defense. With one minute or more remaining in either half, the game clock will start on the referee’s signal.

2. Ten-Second Runoff. If there is less than one minute in the half the opponent has the option of a 10-second runoff, unless the helmet comes off as the direct result of a foul by the opponent.

3. If there is a 10-second runoff the game clock will start on the referee’s signal. If there is no 10-second runoff the game clock will start on the snap.

4. The 10-second runoff may be avoided by the use of a charged team timeout, if available.

Approved Ruling 3-3-9 I. After the ball is dead, A55 blocks B33 at his waist, knocking him to the ground. As B33 hits the ground his helmet comes off. RULING: Dead-ball foul by A55, 15-yard penalty from the succeeding spot. B33 must leave the game for the next down as his helmet came off through play and not due to a helmet foul. B33 may remain in the game if Team B takes a timeout.

Approved Ruling 3-3-9 II. Late in the first quarter ball carrier A22 is legally tackled, and his helmet comes off just after his back hits the ground. The game clock reads 0:00. RULING: A22 must leave the game for the next down, which will be the initial down of the second quarter. A22’s helmet came off through play and there was no helmet foul by Team B. However, A22 may remain in the game if Team A takes a timeout.

Approved Ruling 3-3-9 III. During the down A22’s helmet comes off (no helmet foul by the defense) and B77 goes down with an injury. The ball carrier is tackled inbounds. When the clock is stopped it reads 0:58 in the fourth quarter. RULING: Unless Team A takes a charged timeout, A22 must leave the game for one play. The play clock is set at 40 seconds, due to the defensive injury, rather than 25 seconds due to the helmet coming off the offensive player. There is no option for a 10-second runoff because the clock stops for both the helmet off and the injury, and these occur for opposing players.

5. There is no option for a 10-second runoff if helmets come off opposing players. 

Approved Ruling 3-3-9 V. During a play running play that ends in bounds, a linebacker’s helmet comes off. When the ball becomes dead the game clock is stopped and reads 0:45 in the second quarter. RULING: The play clock is set at 40 seconds. Team A has the option for a 10-second runoff. If Team A exercises this option, unless Team B is charged with a timeout the game clock is set to 0:35 and starts on the Referee’s signal. If Team B uses a timeout to avoid the 10-second runoff, the game clock remains at 0:45, the play clock is set at 25 and starts on the Referee’s signal, and the game clock starts on the snap.

c. If the ball carrier’s helmet comes off as in paragraph a (above) the ball is dead (Rule 4-1-3q). If the player is not the ball carrier the ball remains alive, but that player must not continue to participate in the play beyond the immediate action of which they are engaged. Prolonged participation is a personal foul (Rule 9-1-17). By definition such a player is obviously out of the play (Rule 9-1-12b).

d. A player who intentionally removes their helmet during the down commits a foul for unsportsmanlike conduct (Rule 9-2-1a-1i).

Approved Ruling 3-3-9 IV. During the down A22’s helmet comes off (no helmet foul by the defense) and A45 goes down with an injury. The ball carrier is tackled inbounds. When the clock is stopped it reads 0:58 in the fourth quarter. RULING: Because the injury and the helmet off occur to players on the same team, there is an option for a 10-second runoff. Team A may keep A22 in the game and also avoid the 10-second runoff by taking one charged timeout.

SECTION 4. Delays/Clock Tactics

Delaying the Start of a Half

ARTICLE 1.

a. Each team shall have its players on the field for the opening play at the scheduled time for the beginning of each half. When both teams refuse to enter the field first for the start of either half, the home team must be the first to enter.

PENALTY—15 yards from the succeeding spot [S21].

b. The home management is responsible for clearing the field of play and end zones at the beginning of each half so the periods may start at the scheduled time. Bands, speeches, presentations, homecoming and similar activities are under the jurisdiction of home management, and a prompt start of each half is mandatory.

PENALTY—10 yards from the succeeding spot [S21].

(Exception: The referee may waive the penalty for circumstances beyond the control of the home management.)

Illegal Delay of the Game

ARTICLE 2.

a. The officials shall make the ball ready for play consistently throughout the game. The play clock will start its count-down from either 40 seconds or 25 seconds, by rule depending on circumstances. A foul for illegal delay occurs if the play clock is at :00 before the ball is put in play (Rule 3-2-4).

b. Illegal delay also includes:

1. Deliberately advancing the ball after it is dead.

2. When a team has expended its three timeouts and commits a Rule 9-2-2f infraction.

3. When a team is not ready to play after an intermission between periods, after a score, after a radio/television/team timeout or anytime the referee orders the ball put in play.

Approved Ruling 3-4-2 I. After any timeout, one of the teams is not ready to play. RULING: Illegal delay. Penalty—Five yards from the succeeding spot.

4. Defensive verbal tactics that disconcert offensive signals (Rule 7-1-5a-5).

5. Defensive actions designed to cause a false start (Rule 7-1-5a-4).

6. Putting the ball in play before it is ready for play (Rule 4-1-4).

7. Sideline interference (Rule 9-2-5).

8. Action clearly designed to delay the officials from making the ball ready for play.

Approved Ruling 3-4-2 II. On a running play late in the half the Team A ball carrier is tackled inbounds. Team B players are deliberately slow to “unpile” in an obvious attempt to consume time and prevent the officials from making the ball ready for play. RULING: Team B foul for delay of game. Penalty—five yards at the succeeding spot. The game clock will start on the snap (Rule 3-4-3).

PENALTY—Dead-ball foul. Five yards from the succeeding spot [S7 and S21].

Unfair Clock Tactics

ARTICLE 3. The referee has broad authority in the timing of the game.

a. The referee shall order the game clock or play clock started or stopped whenever either team conserves or consumes playing time by tactics obviously unfair. This includes starting the game clock on the snap if the foul is by the team ahead in the score. As a guideline, referees should consider invoking this rule when the game clock is under five minutes of each half.

b. If the game clock is stopped to complete a penalty for a foul by the team ahead in the score (or either team if the score is tied) inside the last two minutes of a half and the clock would start by rule on the referee’s signal, it will start on the snap, at the option of the offended team. The game clock will start on the ready-for-play signal after Team A throws an illegal forward or backward pass to conserve time (Rule 3-3-2e-14).

Approved Ruling 3-4-3 I. In an attempt to consume time in the fourth period, Team A stalls and the play clock expires. RULING: Foul for delay of game. Penalty—Five yards from the succeeding spot. The clock starts on the snap.

Approved Ruling 3-4-3 II. With two minutes remaining in either half and his team with no timeouts remaining, B77 crosses the neutral zone and touches a Team A player in an effort to conserve time. RULING: Dead-ball foul. Penalty—Five yards from the succeeding spot. The clock starts on the ready-for-play signal. At his discretion the referee may have the play clock set at 40 seconds. Note: If there is less than one minute remaining in the half, this foul comes under the 10-second runoff rule (Rule 3-4-4).

Approved Ruling 3-4-3 III. A ball carrier, late in the second period, throws a backward pass out of bounds from behind or beyond the neutral zone to conserve time. RULING: Penalty—Five yards from the spot of the foul and loss of down. The clock starts on the ready-for-play signal. Note: If there is less than one minute remaining in the half, this foul comes under the 10-second runoff rule (Rule 3-4-4).

Approved Ruling 3-4-3 IV. A ball carrier throws a forward pass while beyond the neutral zone to conserve time. RULING: Penalty—Five yards from the spot of the foul and loss of down. The clock starts on the ready-for-play signal (Rule 7-3-2 Penalty). Note: If there is less than one minute remaining in the half, this foul comes under the 10-second runoff rule (Rule 3-4-4).

Approved Ruling 3-4-3 V. Late in the fourth quarter Team A trails by four points and is driving for a potential score. After a running play on which the ball carrier is tackled inbounds, Team B players are obviously and deliberately slow in letting him get to his feet or otherwise are employing tactics to delay the officials in making the ball ready for play. RULING: Dead-ball foul against Team B, delay of game. When the ball is ready for play, the referee will signal the 25-second clock to start, and the game clock will start on the snap.

Approved Ruling 3-4-3 VI. Second and seven at the A-25. Team A is ahead in the score late in the second quarter. When ball carrier A22 is tackled in the field of play, the game clock reads 1:47. The umpire reports to the referee that he has a flag for holding by snapper A55. On the play, A22 gained (a) three yards; (b) nine yards. RULING: In both a) and b), after enforcement of the penalty, the game clock starts on the snap or on the referee’s signal, at the option of Team B.

10-Second Runoff from Game Clock - Foul

ARTICLE 4.

a. With the game clock running and less than one minute remaining in either half, before a change of team possession if either team commits a foul that causes the clock to stop immediately and the penalty for
that foul is accepted, the referee will subtract 10 seconds from the game clock at the option of the offended team. The fouls that fall in this category include but are not limited to:

1. Any foul that prevents the snap (e.g., false start, encroachment, defensive offside by contact in the neutral zone, etc.);

Approved Ruling 3-4-4 III. Team A is leading 24-21 with less than one minute in the game and the game clock running. With the ball ready for play on third and seven at the B-35, tackle B55 jumps across the neutral zone and contacts A77. The officials shut the play down with the game clock showing 0:38. Team B is out of timeouts. RULING: Offside against Team B. Five-yard penalty and a 10-second runoff from the game clock. The game clock is set at 0:28. Third and two at the B-30. The clock starts on the referee’s signal.

2. Intentional grounding to stop the clock;
3. Incomplete illegal forward pass;
4. Backward pass thrown out of bounds to stop the clock;
5. Any other foul committed with the intent of stopping the clock. 

The offended team may accept the yardage penalty and decline the 10-second runoff. If the yardage penalty is declined the 10-second runoff is declined by rule.

b. The 10-second rule does not apply if the game clock is not running when the foul occurs or if the foul does not cause the game clock to stop immediately (e.g., illegal formation).
c. After the penalty is administered, if there is a 10-second runoff, the game clock starts on the referee’s signal. If there is no 10-second runoff, the game clock starts on the snap. Note: This rule supersedes Rule 3-3-2f

Approved Ruling 3-3-2 VIII. Third and five at the B-15 late in the fourth quarter, with Team A trailing 10-7. Quarterback A11 rolls out and is at the B-12 when he throws a forward pass that is incomplete. When the ball is dead the game clock shows 0:13. Team B accepts the penalty for the illegal forward pass. RULING: Fourth and seven at the B-17. Team B has the option for a 10-second runoff. Assuming that Team B accepts the runoff, the game clock is set at 0:03 and starts on the referee’s signal.

Approved Ruling 3-3-2 IX. Second and seven at the A-5 late in the second quarter. Quarterback A11 drops back to pass and is scrambling in his end zone as he tries to find an open receiver. About to be tackled in the end zone, A11 throws the ball forward to the ground in an area where there are no eligible receivers. The referee throws a flag for intentional grounding. When the ball is dead the game clock shows 0:18. Team B accepts the penalty. RULING: The penalty results in a safety, and Team A will free kick at the A-20. Team B has the option for a 10-second runoff. If Team B accepts the runoff, the game clock is set at 0:08 and starts on the referee’s signal. If Team B declines the runoff, the game clock remains at 0:18 and starts when the kicked ball is legally touched in the field of play.

d. If the fouling team has a timeout remaining they may avoid the 10-second runoff by using a timeout. In this case the game clock starts on the snap after the timeout.
e. The 10-second runoff does not apply when there are offsetting fouls. 

Approved Ruling 3-4-4 IV. Fourth quarter with the game clock running. Second and five at the B-20. Tackle B77 is in the neutral zone at the snap, but does not make contact. QB A12 rolls out to pass, runs to the B-17 and throws a forward pass, which falls incomplete. The game clock reads 0:15. RULING: Team A illegal forward pass and Team B offside. Offsetting fouls. No 10-second runoff. Second and 5 at the B-20. The game clock remains at 15 seconds and starts on the snap.

Approved Ruling 3-4-4 I. Second and 10 at the B-30. The game clock is running in the second half. Team A trails by two points and is out of timeouts. After the ball is ready for play lineman A66 commits a false start, and when the officials stop the game clock it reads (a) 13 seconds; (b) 8 seconds. Team B accepts the yardage penalty and the clock runoff. RULING: (a) Five-yard penalty with 10 seconds subtracted from the game clock, which is set at 3 seconds. Second and 15 at the B-35. The clock starts on the referee’s signal. (b) The game is over. Team B wins.

Approved Ruling 3-4-4 II. Second and 10 at the B-30. The game clock is running in the second half. Team A trails by two points and is out of timeouts. At the snap Team A has five players in the backfield. A22 carries for a three-yard gain to the B-27. When the ball is declared dead the game clock reads (a) 13 seconds; (b) 8 seconds. RULING: (a) and (b) Five-yard penalty, illegal formation. Second and 15 at the B-35. Because the illegal formation is not a foul that causes the clock to stop immediately, the 10-second runoff does not apply. After the penalty is administered the game clock starts on the referee’s signal.

Approved Ruling 3-4-4 V. Second and 10 at the B-30 with the game clock running. Team A trails in the score. Guard A66 in a three-point stance misses the snap count and lurches forward, committing a false start. B77 then commits a dead-ball personal foul or a dead-ball foul for unsportsmanlike conduct. The game clock is stopped with 8 seconds remaining in the game. This occurs (a) in the fourth quarter; (b) in the second quarter. RULING: (a) The game is over because Team B will accept the 10-second runoff associated with the false start. Thus the penalty for B77’s dead-ball foul is not enforced. (b) The half is over because Team B will accept the 10-second runoff associated with the false start. The penalty for the Team B dead-ball foul carries over to the second half. Due to the 10-second runoff, by interpretation the Team B dead-ball foul effectively occurs after the half has ended and the penalty is thus carried over. In either (a) or (b) Team A may avoid the 10-second runoff by using an available charged timeout. In that case the penalty for the foul by B77 would be enforced, giving Team A first and 10 at the B-20 after enforcement of both penalties.

Approved Ruling 3-4-4 VI. Second quarter with the score tied. At the snap the game clock reads 0:45. During the play, A55 loses his helmet. Right tackle A77 is flagged for holding. The ball carrier is tackled inbounds short of the line to gain. RULING: A55 must leave the game for one play. There is no option for a 10-second runoff, because at the end of the play the clock is stopped both for the helmet off and to administer the holding penalty. The play clock is set to 25 seconds and the game clock starts on the Referee’s signal or snap at the option of the offended team. (Rule 3-3-9)

Approved Ruling 3-4-4 VII. 3/5 @ B-15 late in the fourth quarter, with Team A trailing 10-7. Quarterback A11 rolls out and is at the B-12 when he throws a forward pass that is incomplete. When the ball is dead the game clock shows 0:13. Team B accepts the penalty for the illegal forward pass. RULING: Fourth and seven at the B-17. Team B has the option for a 10-second runoff. Assuming that Team B accepts the runoff, the game clock is set at 0:03 and starts on the referee’s signal.

Approved Ruling 3-4-4 VIII. 2/7 @ A-5 late in the second quarter. Quarterback A11 drops back to pass and is scrambling in his end zone as he tries to find an open receiver. About to be tackled in the end zone, A11 throws the ball forward to the ground in an area where there are no eligible receivers. The referee throws a flag for intentional grounding. When the ball is dead the game clock shows 0:18. Team B accepts the penalty. RULING: The penalty results in a safety, and Team A will free kick at the A-20. Team B has the option for a 10-second runoff. If Team B accepts the runoff, the game clock is set at 0:08 and starts on the referee’s signal. If Team B declines the runoff, the game clock remains at 0:18 and starts when the kicked ball is legally touched in the field of play.

10-Second Runoff Summary

ARTICLE 5. The following is a summary of when the 10-second runoff process is in effect:

a. Injury timeout (Rule 3-3-5f).

b. Helmet comes off timeout (Rule 3-3-9b).

c. Foul (Rule 3-4-4).

d. Instant replay (Rule 12-3-6c).

SECTION 5. Substitutions

Substitution Procedures

ARTICLE 1. Any number of legal substitutes for either team may enter the game between periods, after a score or try, or during the interval between downs only for the purpose of replacing a player(s) or filling a player vacancy(ies).

Legal Substitutions

ARTICLE 2. A legal substitute may replace a player or fill a player vacancy provided none of the following restrictions is violated:

a. No incoming substitute shall enter the field of play or an end zone while the ball is in play.

b. No player, in excess of 11, shall leave the field of play or an end zone while the ball is in play.

PENALTY [a-b] Live-ball foul. Five yards from the previous spot [S22].

Approved Ruling 3-5-2 I. Any player(s), in excess of 11, obviously is withdrawing but has not reached a boundary line when the ball is put in play and he does not interfere with play or players. RULING: Live-ball foul. Penalty—Five yards from the previous spot.

c. 

1. An incoming legal substitute must enter the field of play directly from their team area, and a substitute, player or departing player must depart at the sideline nearest their team area and proceed to their team area.

2. A departing player must immediately leave the field of play, including the end zones. A departing player who leaves the huddle or their position within three seconds, after a substitute becomes a player, is considered to have left immediately.

d. Substitutes who become players (Rule 2-27-9) must remain in the game for at least one play and replaced players must remain out of the game for at least one play, except during the interval between periods, after a score, or when a timeout is charged to a team or to the referee with the exception of a live-ball out of bounds or an incomplete forward pass.

PENALTY [c-d]—Dead-ball foul: Five yards from the succeeding spot.

Approved Ruling 3-5-2 III. On third down (no change of team possession), ball carrier A27 goes out of bounds or Team A’s legal forward pass falls incomplete. During this interval between downs, there is no other referee’s timeout. Before the fourth-down snap, substitute B75 enters the game and then departs without remaining in the game for one play. RULING: Dead-ball foul. Penalty—Five yards from the succeeding spot.

Approved Ruling 3-5-2 IV. Team A has 11 players in the huddle. A81 mistakenly thinks he has been replaced and runs to his team area. He is immediately sent back onto the field and assumes a position on the line of scrimmage near his sideline. The entire team has been stationary for one second before the snap and there has not been a referee’s timeout. RULING: Dead-ball foul. The player loses his status as a participant when he enters the team area while the ball is dead, and then must adhere to substitution rules. Penalty—Five yards from the succeeding spot, or 15 yards from the succeeding spot if this is judged to be a violation of Rule 9-2-2b (Rules 3-5-2d and 9-2-2b).

Approved Ruling 3-5-2 V. After the ball is ready for play and the umpire (or center judge) is in his regular position, Team A quickly replaces some players with substitutes, gets set for the required one second and snaps the ball. The umpire (or center judge) is attempting to get to the ball to allow the defense to match up, but he is unable to prevent the snap. RULING: The play is shut down, the game clock is stopped and the defense is allowed to substitute in response to Team A’s late substitutions. No foul. The play clock is set to 25 seconds and starts on the ready-for-play signal. The game clock starts on the ready-for-play signal or the snap, depending on its condition when play was stopped. The referee informs the Team A head coach that any subsequent such actions will result in a foul against the team for unsportsmanlike conduct under Rule 9-2-3.

Approved Ruling 3-5-2 VI. After a down that resulted in first and 10 at the B-40, eleven players of Team A, which runs a no-huddle offense, move to their various positions to set for the next play. The ball is ready for play when A22 runs onto the field from his team area, and after he pauses the top of the numbers, he or the coaching staff apparently realizes that he is the 12th player. A22 then turns and runs back to his team area. The ball has not been snapped. RULING: Dead-ball foul for a substitution infraction. By interpretation A22 has become a player by entering his team’s “effective huddle” and thus must remain in the game for one play. Five-yard penalty. Team A will have first and 15 at the B-45. (Rule 2-27-9b)

Approved Ruling 3-5-2 VII. Late in the first half Team A is out of timeouts. A pass play on third down ends inbounds at the B-25 short of the line to gain with the game clock showing 0:10. Facing fourth down and three, Team A immediately hurries its field goal team onto the field. RULING: Team B should reasonably expect that Team A will attempt a field goal in this situation and should have its field-goal defense unit ready. The umpire will not stand over the ball, as there should be no issue of the defense being uncertain about the next play.

e. When Team A sends in its substitutes, the officials will not allow the ball to be snapped until Team B has been given an opportunity to substitute. While in the process of substitution or simulated substitution, Team A is prohibited from rushing quickly to the line of scrimmage with the obvious attempt of creating a defensive disadvantage. If the ball is ready for play, the game officials will not permit the ball to be snapped until Team B has placed substitutes in position and replaced players have left the field of play. Team B must react promptly with its substitutes.

PENALTY—(First Offense)—Dead-ball foul. Delay of game on Team B for not completing its substitutions promptly, or delay of game on Team A for causing the play clock to expire. Five yards from the succeeding spot [S21]. The referee will then notify the head coach that any further use of this tactic will result in an unsportsmanlike conduct foul.

PENALTY—(Second or more offense)—Dead-ball foul, team unsportsmanlike conduct. An official will sound their whistle immediately. 15 yards from the succeeding spot [S27].

Approved Ruling 3-5-2 II. After a change of team possession or any timeout, the ball is declared ready for play. When Team A has completed its offensive formation, Team B must promptly position its personnel. Team B will be allowed time to complete substitutions. RULING: Either team is subject to a delay-of-game foul— Team B for not completing its substitutions promptly (Rule 3-4-2b-3) or Team A for causing the 25-second clock to expire. Penalty—Five yards from the succeeding spot.

Approved Ruling 3-5-2 VIII. Late in the first half Team A is out of timeouts. A pass play on third down ends inbounds at the B-25 short of the line to gain with the game clock showing 0:30. Facing fourth down and three, Team A gives no indication as to its next play until the game clock reads 0:10. They then rush their field goal unit onto the field, and Team B then hurries to respond. RULING: The umpire moves to the ball to prevent the snap until Team B has had a reasonable opportunity to get its field-goal defense unit onto the field. The umpire will step away when he judges that the defense has had enough time. If the game clock reads 0:00 before the ball is snapped after the umpire steps away, the half is over.

More Than Eleven Players on the Field

ARTICLE 3.

a. Team A may not break the huddle with more than 11 players nor keep more than 11 players in the huddle or in a formation for more than three seconds. Officials shall stop the action whether or not the ball has been snapped.

PENALTY—Dead-ball foul. Five yards at the succeeding spot. [S22]

b. Team B is allowed to briefly retain more than 11 players on the field to anticipate the offensive formation, but it may not have more than 11 players on the field when the ball is snapped. The infraction is treated as a live-ball foul.

PENALTY—Live-ball foul. Five yards at the previous spot. [S22]

Approved Ruling 3-5-3 I. A33, an incoming substitute, enters the huddle or assumes a position in a formation and (a) after approximately two seconds, A34 leaves the huddle and departs the field of play at his sideline, or (b) after approximately four seconds, A34 leaves the huddle and departs the field of play at his sideline. RULING: (a) Legal. (b) Foul. (Note: A departing player who leaves the huddle or his position within three seconds is considered to have left immediately.)

Approved Ruling 3-5-3 II. 3/5 @ B-35. Team B has 12 players in the formation, and no Team B player is attempting to leave the field while the ball is ready for play. Team A snaps the ball and the run by A44 gains 3 yards. RULING: Live ball foul, Team A 1/10 @ B-30.

Approved Ruling 3-5-3 III. Team A has 11 players in its huddle when A27 approaches the huddle (within 10 yards) as it breaks. RULING: Dead-ball foul. Penalty—Five yards from the succeeding spot (Rule 2-27-9a).

Approved Ruling 3-5-3 IV. 3/5 @ B-35. Team B has 12 players in the formation, and B44 recognizes that he is the 12th player and is attempting to leave the field. When the ball is snapped, (a) B44 is on the field but his next stride takes him off the field; or (b) B44 touches out of bounds just before the snap. Team A snaps the ball and the run by A44 gains 3 yards. RULING: (a) Live ball foul by B44. Team A 1/10 @ B-30. (b) No foul by B44, 4/2 @ B-32. To not be counted as the 12th player, B44 must be off of the field of play.

Approved Ruling 3-5-3 V. Team A is in formation to kick a field goal and Team B has 11 players in its formation. Just before the ball is snapped a 12th Team B player runs onto the field. The ball is snapped and the kicker completes his kick. RULING: Live ball foul. Five-yard penalty, previous spot, or Team A may accept the result of the play.

Approved Ruling 3-5-3 VI. Team A lines up for a two-point try attempt at the B-3. Team B has eleven players in its defensive formation. The 12th Team B player runs onto the field just before or just as the ball is snapped. A22 takes the handoff from the quarterback and (a) is tackled at the one-yard line; or (b) carries the ball into the end zone. RULING: Live-ball foul against Team B for illegal substitution. (a) Penalize Team B half the distance to the goal and repeat the try at the B-1.5. (b) Team A will decline the penalty on the successful try.

Approved Ruling 3-5-3 VII. 3/5 @ B-35. Team B has 12 players in the formation, and no Team B player is attempting to leave the field. The ball is ready for play, both teams are in formation and the snap is imminent. Quarterback A12, late in the play clock, is struggling to read the defense and (a) calls timeout; or (b) the play clock expires. RULING: When the deep officials count 12 Team B players, both teams are in formation, no Team B player is attempting to leave the field and the snap is imminent, (a) the crew will offer Team A their time out back and penalize Team B for a substitution foul. Team A 1/10 @ B-30 (b) no foul for delay of game, penalize Team B for a substitution foul. Team A 1/10 @ B-30.