NCAA Flag Rule 3

Periods, Time Factors and Substitutions

SECTION 1. PREGAME AND COIN TOSS

ARTICLE 1. Pregame Warmup. Prior to the game, teams must have access to the field for pregame warm-ups at least 30 minutes before the beginning of the first period. This may be altered in advance through mutual agreement of the teams. (Exception: If it is not the first game played in a series, by mutual agreement of the involved teams, the warmup time may be shortened to as few as 15 minutes starting when the previous game’s teams have vacated the playing field).

ARTICLE 2.

a. Three minutes prior to the scheduled starting time, the referee shall conduct a coin toss at midfield in the presence of no more than four captains from each team and another game official, first designating the speaking captain of the visiting team to call the coin toss. Before the second half, the referee will obtain the teams’ second half options.
b. During the coin toss, each team shall remain in their team area on or behind their respective sideline. The coin toss begins when the captains vacate their respective sideline and ends when they return to their team area.
c. The winner of the toss shall either defer their choices to the second half or choose one of the following options:

1. Choose whether their team will start on offense or defense.
2. Choose the goal their team will defend. 

d. The opponent shall exercise the remaining available option.
e. For the second half the loser of the toss shall choose option 1 or 2 (above). The opponent then chooses the remaining available option.

SECTION 2. START OF EACH PERIOD

First and Third Periods

ARTICLE 1. Unless moved by penalty, the ball shall be snapped on the Team A 14-yard line to start the first and third periods.

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. Team possession, number of the next down, and zone line-to-gain remain unchanged.

Extra Periods

ARTICLE 3.

a. If the game is tied after four periods, the officials shall conduct another coin toss as done prior to the start of the game. There will only be one coin toss prior to the start of overtime. If additional overtime periods are played, the captains shall alternate choices. The choices for the winner of the toss may not defer the choice and must choose one of the following:

1. Whether to start on offense or defense.
2. Which goal to advance towards for the entirety of overtime.

b. 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 any subsequent even-numbered extra periods.

ARTICLE 4.

a. Definition. An extra period shall consist of a two-possession series with each team putting the ball in play at the 10-yard line closest to the selected goal. This becomes the opponent’s 10-yard line.
b. Possession Series. Each team retains the ball during a possession series until it scores or fails to do so in the four allotted downs (unless changed by penalty). The ball remains alive after a change of team possession until it is declared dead. However, Team A may not retain possession if they regain possession after a loss of team possession and do not score during that down. Beginning with the third extra period, a team’s possession series will be one play for a one point try from the three-yard line, unless moved by penalty. Team A and B designations are the same as defined in Rule 2-24-1.
c. Scoring. The team scoring the greater number of points during regulation and extra periods shall be declared the winner. There shall be an equal number of possession series, as described in b. (above), in each extra period, unless Team B scores other than on the try.
d. Fouls and Penalties. Fouls and penalties are administered similarly to regulation with the following exceptions:

1. Automatic First Down Penalties. Penalties that result in an automatic first down will start a new series of downs but will not change the line to gain, which will remain the goal line.
2. Fouls After a Change of Team Possession.

(a) Penalties against either team are declined by rule in extra periods. (Exceptions: Penalties for flagrant personal fouls, dead-ball personal fouls, unsportsmanlike conduct fouls, and live-ball fouls treated as dead-ball fouls are enforced on the succeeding play).
(b) A score by a team committing a foul during the down is canceled (Exception: Live ball foul treated as a dead-ball foul).
(c) 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, dead-ball personal fouls, unsportsmanlike conduct fouls, and live-ball fouls treated as dead-ball fouls are enforced on the succeeding play).

e. Timeouts. Each team is allowed one timeout for the entirety of overtime. Timeouts not used in regulation do not carry over into extra periods.

SECTION 3. PLAYING TIME AND INTERMISSIONS

Length of Periods and Intermissions

ARTICLE 1. Playing time shall be 48 minutes divided into four periods of 12 minutes each with one-minute intermissions between the first and second periods (first half) and between the third and fourth periods (second half).

a. No period shall end until the ball is dead and the referee declares the period ended.
b. The intermission between the second and third period of a regular season game shall be 15 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.

Timing Adjustments

ARTICLE 2. Before the game starts, playing time and the intermission between periods may be shortened by the referee if they are of the opinion that conditions may interfere with the game or present safety concerns. 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.
b. Timing errors on the game clock may be corrected but only in the period in which they occur.
c. If the referee has definitive 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.
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 start.
f. The 30 second clock is not started when the game clock is running with fewer than 30 seconds in a period. The play clock shall be set appropriately and continuously display 30 seconds and hold.
g. The game clock should not be stopped if the play clock is started in conflict with paragraph f. (above).

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 second or fourth period:

1. A penalty is accepted for a live-ball foul(s). 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 a loss of down.
2. There are offsetting fouls.
3. An official sounds their whistle inadvertently or otherwise incorrectly signals the ball dead.

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

SECTION 4. 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 taken by the referee. Other officials should repeat timeout signals. The referee may declare a discretionary timeout for any contingency not covered elsewhere.
b. When a team’s charged timeouts are exhausted and it requests a timeout, the request shall not be acknowledged.
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.

Suspending the Game

ARTICLE 2.

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 3-4-2a and b 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 non-conference 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 3-4-2-a and b 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.

Charged Team Timeouts

ARTICLE 3. Provided teams have timeouts remaining and the ball is dead, an official shall award
a team timeout when requested by any player or head coach.

a. Each team is entitled to three charged team timeouts each half.
b. Successive charged timeouts may be granted to each team during a dead-ball period, but consecutive charged team timeouts ae not allowed by the same team in any dead-ball period.
c. A head coach must be in or in the vicinity of their team area to request a timeout while the ball is dead.
d. If a coach believes a rule has been enforced improperly, they may request a conference with the referee. 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 must be made before the ball is next snapped and before the end of the second or fourth period.
3. After a head coach’s conference, the full team timeout is granted if charged by the referee.

Injury Timeout

ARTICLE 4.

a. In the event of an injured player(s), an official will declare a timeout and the player must leave the game for at least one down.
b. An injury timeout may follow a charged team timeout.
c. The referee will declare a timeout for an injured official.
d. Following a timeout for an injured player of either team, the play clock shall be set at 30 seconds.
e. Ten-Second Runoff. If the player injury is the only reason for stopping the clock with less than one minute in the half, the opponent has the option of a 10-second runoff.

1. 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.
2. The 10-second runoff may be avoided by the use of a charged team timeout if available.
3. There is no option of a 10-second runoff if there are injuries to opposing players.

Length of Timeouts

ARTICLE 5.

a. Each timeout will be 60 seconds in length.
b. The referee shall notify both teams after 45 seconds. They will mark the ball ready for play 15 seconds later.
c. If the team charged with a timeout wishes to resume play before the expiration of one minute and its opponent indicates readiness, the referee will declare the ball ready.
d. The length of a referee’s timeout depends on the circumstances of each timeout.
e. Penalty options must be exercised before a team timeout.
f. The intermission after a safety or try shall be not more than one minute.

SECTION 5. 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 for 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.
b. The home management is responsible for clearing the field of play and end zones at the beginning of each half so that the periods may start at the scheduled time. The referee may waive the penalty for circumstances beyond the control of home management.
PENALTY – Ten yards from the succeeding spot. [S21]

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 30 seconds, by rule depending on circumstances. A foul for illegal delay occurs if the play clock reaches :00 before the ball is put in play.
b. Illegal delay includes:

1. Deliberately advancing the ball well after it is dead.
2. When a team is not ready for play after an intermission between periods, after a score, after a media timeout, or anytime the referee orders the ball put in play.
3. When a team is granted a timeout after having expended its allotted number of timeouts for the half or overtime period.
4. Defensive verbal or auditory tactics that disconcert offensive signals.
5. Defensive actions designed to cause a false start.
6. Putting the ball in play before it is ready for play.
7. Sideline Interference.
8. Action clearly designed to delay the officials from making the ball ready for play.

PENALTY – Dead-ball foul. Five yards from the succeeding spot. [S21]

Unfair Clock Tactics

ARTICLE 3. The referee has the authority to order the game clock or play clock be started or stopped when:

a. Either team conserves or consumes time in a manner that is obviously unfair.
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, it will start on the snap, at the option of the offended team.
c. The game clock will start on the ready-for-play signal after Team A throws an illegal forward or backward pass to conserve time.

SECTION 6. STARTING AND STOPPING THE CLOCK

First 22 Minutes of Each Half

ARTICLE 1. The game clock will run continuously for the first 22 minutes of each half unless
stopped for a(n):

a. Team Timeout. Following a team timeout, the clock will start when the ball is legally snapped.
b. Official’s Timeout. Following an official’s timeout, the clock will start when the ball is marked ready for play.
c. Foul(s) & Penalty Enforcement. Following penalty enforcement, the clock will start when the ball is ready for play, unless the enforcement begins a period or is after a scoring play.
d. Scoring Play. Following a score, the clock will start when the ball is legally snapped to begin the following succeeding possession. The clock will not run during the Try.
e. End of first or third period. The clock will start when the ball is legally snapped to begin the next period.
f. Two-Minute Timeout. When the game clock is running and the ball is not live, the Referee shall stop the clock with exactly two minutes remaining in the second and fourth quarters for a Two-Minute Timeout. If the ball is live when the game clock reaches two minutes in the second and fourth quarters, play will continue, and the Referee or covering official shall stop the clock when the ball is declared dead for a Two-Minute Timeout.

Last 2 Minutes of Each Half

ARTICLE 2. Under 2 minutes in each half, the clock will stop on a referee’s signal and start on the snap for each of the following:

a. Incomplete pass.
b. Legal kick down ends.
c. Period ends.
d. Player, fumble, or backward pass ruled out-of-bounds.
e. Safety.
f. Team B is awarded a first down.
g. Team timeout.
h. Touchback.
i. Touchdown.

ARTICLE 3. Under 2 minutes in each half, the clock will stop on a referee’s signal and start when the ball is marked ready for play for each of the following:

a. First down for Team A.
b. Head coach conference.
c. Illegally conserving time.
d. Inadvertent whistle.
e. Injury timeout.
f. Official’s timeout.
g. Team A forward fumble out-of-bounds.
h. Penalty and enforcement.

ARTICLE 4. Whenever one or more incidents from ARTICLE 3 occur in conjunction with any incident from ARTICLE 2, the game clock shall start on the snap.

10-Second Runoff from Game Clock - Foul

ARTICLE 5.

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, 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 offsides by
contact in the neutral zone, etc.).
2. Deliberately advancing the ball well after it is dead.
3. Intentional grounding to stop the clock.
4. Incomplete illegal forward pass.
5. Backward pass thrown out-of-bounds to stop the clock.
6. 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 3-6-4
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.

SECTION 7. SUBSTITUTIONS

Substitutions Procedures

ARTICLE 1. Any number of legal substitutes for either team 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 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 7, shall leave the field of play or end zone while the ball is in play.
PENALTY – Live-ball foul. Five yards from the previous spot. [S22]
c. 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
d. 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.
e. Substitutes who become players 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.
PENALTY – Dead-ball foul; Five yards from the succeeding spot. [S22]
f. The referee may prevent the ball from becoming live if they deem that the defense has not been afforded ample opportunity to match a substitution made by the offense. If the play clock expires during this period, it is a delay of game penalty against the offense.
PENALTY – Dead-ball foul. Five yards from the succeeding spot. [S21]

More Than Seven Players on the Field

ARTICLE 3.

a. Team A may not break the huddle with more than 7 players nor keep more than 7 players in the huddle or in a formation for more than three seconds. Officials shall stop action whether or not the ball has been snapped.
PENALTY – Dead-ball foul. Five yards at the previous spot. [S22]
b. Team B is allowed to briefly retain more than 7 players on the field to anticipate the offensive formation, but it may not have more than 7 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]