College: 7-1-2b

SECTION 1. The Scrimmage

Shift and False Start

ARTICLE 2.

b. False Start. Each of the following is a false start by Team A if it occurs prior to the snap after the ball is ready for play and all players are in scrimmage formation:

1. Any movement by one or more players that simulates the start of a play.

2. The snapper moving to another position.

3. A restricted lineman (Rule 2-27-4) moving their hand(s) or making any quick movement. [Exceptions: 1. It is not a false start if a Team A lineman immediately reacts when threatened by a Team B player in the neutral zone (Rule 7-1-5a-2) 2. Rule 7-1-3a-3].

Approved Ruling 7-1-3 V. A66, a restricted lineman between the snapper and the player on the end of the line, or A72, a restricted player on the end of the line of scrimmage:

1. Lifts a hand or hands from the ground immediately when threatened by B1, who is in the neutral zone. RULING: Blow the whistle immediately. Team B dead-ball foul, offside. Penalty—Five yards from the succeeding spot.

2. Lifts a hand or hands from the ground upon initial charge by B1, who (a) does not enter the neutral zone or (b) enters the neutral zone but does not threaten the position of A66 or A72. RULING: In both (a) and (b), blow the whistle immediately. Team A dead ball foul, false start. Penalty—Five yards from the succeeding spot.

Note: Before the snap, a Team B player who enters the neutral zone may threaten a maximum of three Team A linemen. If the Team B player enters the neutral zone directly toward a Team A lineman, then that Team A player and the two adjacent linemen are considered to be threatened. If the Team B player enters the neutral zone toward a gap between two Team A linemen, then only those two Team A players are considered to be threatened.

4. An offensive player making any quick, jerky movement before the snap, including but not limited to:

(a) A lineman moving their foot, shoulder, arm, body or head in a quick, jerky motion in any direction.

(b) The snapper shifting or moving the ball, moving their thumb or fingers, flexing their elbows, jerking their head, or dipping their shoulders or buttocks.

(c) The quarterback making any quick, jerky movement that simulates the beginning of a play.

(d) A back simulating receiving the ball by making any quick, jerky movement that simulates the beginning of a play.

5. The offensive team never coming to a one-second stop prior to the snap after the ball is ready for play. This is an illegal shift that converts to a false start.

Approved Ruling 7-1-2 II. Ten Team A players shift while A1 remains stationary. A1 then starts moving backward before one second elapses and the ball is snapped. RULING: If A1, who moved, did not halt with the other Team A players for one second before the snap, it is a dead-ball foul at the snap for a false start. Penalty—Five yards from the succeeding spot.

Approved Ruling 7-1-2 III. After the Team A players have stopped for one second, end A88 runs wide and stops, and before one second elapses, back A36 starts moving backward. RULING: Legal. But if back A36 starts before end A88 stops, the simultaneous movement of two players constitutes a shift, and all Team A players must be stationary for one second before the snap (Rule 2-22-1).

Approved Ruling 7-1-2 IV. Team A is in a no-huddle offense and is moving to the line when the ball is made ready for play. Although some players settle into their positions and stop, at least one player never stops and is still moving when the ball is snapped. RULING: Dead-ball foul: Illegal shift that converts to a false start. Team A never satisfied the one-second rule before the snap. Officials should shut the play down and penalize Team A five yards.

Approved Ruling 7-1-2 V. Team A has 3rd and 3 at the B-40. QB A12 is in shotgun formation, (a) makes a fake clap standing in position; (b) makes a fake clap while chucking his shoulders and hands forward in an exaggerated motion simulating the start of the play. RULING: Rule 7-1-2b-4c states that it is a false start if the quarterback makes any quick, jerky movement that simulates the start of the play. In (a) no foul; (b) false start on A12.