Timing

  • With fewer than two minutes in the second quarter and fewer than two minutes in the fourth quarter time should be restored when an overturn of the ruling on the field creates a stopped clock. The game clock is reset after an overturn to whenever the play should have ended (e.g., ball hit the ground, runner stepped out of bounds, etc.).

  • Time can be restored at the end of either half if the game clock goes to 0:00 and (1) there should have been time remaining and the clock will next start on the snap, 2) there should have been three or more seconds remaining and the clock will next start on the ready for play, or 3) there should have been less than three seconds remaining, the clock will next start on the ready for play, and Team A has a timeout

  • To restore time at the end of the fourth quarter, the score differential must be eight points or less, or if after a touchdown any potential result of the ensuing try would make it a one score game.

  • Time can be restored at the end of the first and third quarters if clock goes to 0:00, no matter the next play. Weather and other competitive-effect issues should be considered when deciding to stop the game and restore time in the first and third quarters.

  • To restore time on the clock in the second quarter, field position must be considered before stopping the game for a possible correction. The 40-yard line of the team next putting the ball in play should be used as the guideline.

  • At the end of a half, time is restored to when the ball becomes dead by rule. For field goal attempts that go beyond the end line and the ball is declared dead by rule, the clock is reset to the time when the ball touches anything except the crossbar or uprights.

  • Be prepared to communicate to the field immediately if time needs to be restored at the end of a game. Do not take time to look at replays. Stop the game to prevent from coming out onto the field, and then review the play.

  • One second should come off the clock if a player catches a free kick and then goes immediately to the ground. No time should come off the clock if the player catches the kick while on the ground or a fair catch is made. 

  • The clock starts on free kicks when the ball is legally touched. A free kick is legally touched by Team A after the ball has gone 10 yards or has been first touched by Team B. 

  • Anytime an overturn creates a running clock after the Two-Minute Timeout of either half, a 10-second runoff applies (running-to-running or stopped-to-running). Time is restored to where the game clock was when the play should have ended, and 10 seconds is run off from that point. The game clock will start on the referee's ready for play signal. Either team may use a team timeout to avoid the runoff. If there is another reason the clock is stopped at the end of the down (flag, helmet off, or injury) there is no runoff. The only exception is if a live ball foul becomes a dead ball foul due the outcome of the replay review. 

  • A team that calls timeout to preserve time has its timeout restored if an overturn creates a stopped clock (an example would be a catch overturned to an incomplete pass and a dead clock). 

  • At the end of either half when the game clock is running the game should not be stopped for a review until it is certain that the offense will be able to legally snap the ball with time remaining. 

  • Time can be restored if the clock was not stopped after an official signaled for a timeout. There must be video evidence of the official's signal showing recognition of a coach or player calling timeout.