SECTION 3. Timeouts: Starting and Stopping the Clock
Starting and Stopping the Clock
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.