College Football/NCAA. chain and time stopage
Expert: Vic Winnek - 10/19/2011
QuestionGot a biiig College game this Friday. Need some info.
1.- Do we stop the clock when a first down is made and move the chains.
2.- Do we have to give the coach a measurement of chains when he asks for one.
3.- Can please tell me when does the clock stop and at what time does it start up again ( example , out of bounce, incomplete pass, penalty enforcement.
Thank you for your help
AnswerErnesto
Where is your college game?
I am a little concerned because you need to know the timing rules.
Remember you have the 40 second play clock too. I will answer your questions and I will provide you a copy of rule 3, please review it. Remeber the timing of the college game is different than the high school game. The last two minutes of the game the timing rule change and under 1 minute in the 2nd and 4th Qtr. there can be a 10 second run off.
HERE IS A LINK TO THE NCAA RULEBOOK ON-LINE
http://www.ncaapublications.com/productdownloads/FR12.pdf
http://www.ncaapublications.com/p-4229-2011-2012-football-rule-book-2-year-publi
The following were the three questions you asked. i have answered then specifically in capital letters below.
1.- Do we stop the clock when a first down is made and move the chains. YES
2.- Do we have to give the coach a measurement of chains when he asks for one. IF IT IS CLOSE GO AHEAD AND DO SO. IF YOU START YOUR FIRST DOWNS ON A LINE THEN YOU KNOW THE BALL HAS TO TOUCH A LINE TO BE AFIRST DOWN...
3.- Can please tell me when does the clock stop and at what time does it start up again example, out of bounce, incomplete pass, penalty enforcement. SEE BELOW ALSO SEE RULE 3-3-2
Starting and Stopping the Clock see Rule 3-3-2
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.
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 3-3-2-d) or on a prior signal by the referee (Rule 3-3-2-e).
The game clock shall not run during a try, during an extension of a period or during an extra period (A.R. 3-3-2-I-IV).
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 the down is repeated, in which case it shall be started when the ball is legally snapped.
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, the clock starts on the referee’s signal.)
3. Team B is awarded a first down and will next snap the ball (A.R. 3-3-2-V).
4. A forward pass is ruled incomplete.
5. A team is granted a charged timeout.
6. The ball becomes illegal.
7. Violation of a rule for mandatory equipment (Rule 1-4-4) or illegal equipment (Rule 1-4-7).
8. A legal kick down ends.
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.
12. A period ends.
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.
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 3-4-4-c).
5. An injury timeout is allowed for one or more players or an official(A.R. 3-3-5-I-V).
6. An inadvertent whistle is sounded.
7. A possible first-down measurement.
8. A delay in making the ball ready for play is caused by both teams (A.R.3-3-1-III).
9. A live ball comes into possession of an official.
10. A head coach’s conference or instant-replay challenge is requested.
11. The referee grants a media timeout.
12. The referee declares a discretionary timeout.
13. The referee declares a timeout for unfair noise (Rule 9-2-1-b-6 ).
14. An illegal pass is thrown to conserve time (A.R. 7-3-2-II-VII)(Exception: Rule 3-4-4-c).
15. The referee interrupts the 40/25-second count.
Game Clock. Playing time shall be kept with a game clock that may be either a stop watch 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 shall be determined by the game management.
40-Second Clock.
When an official signals that the ball is dead, the play clock shall begin a 40-second count.
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.
In the event that the 40-second clock is running and the ball is not ready to be snapped after 20 seconds into the count, 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 3-3-2-f).
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. Change of possession.
7. After a kick down.
8. Score.
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.
When play is to be resumed, the referee will give the ready-for-play signal [S1] and the play clock will begin the 25-second count.
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.
10-Second Subtraction from Game Clock
With the game clock running and less than one minute remaining in either half, if a player of either team commits a foul that causes the clock to stop, the officials may 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.);
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 subtraction. If the yardage penalty is declined the 10-second subtraction is declined by rule.
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 (e.g., illegal formation).
After the penalty is administered, if there is a 10-second subtraction, the game clock starts on the referee’s signal. If there is no 10-second subtraction, the game clock starts on the snap.
If the fouling team has a timeout remaining they may avoid the 10-second subtraction by using a timeout. In this case the game clock starts on the snap after the timeout.
Clock Rule differences:
Clock High School
The game clock starts on the snap when the ball becomes dead out of bounds.
The game clock starts on the snap after a legal kick only when a new series is awarded.
The game clock always starts on the snap after a delay penalty is accepted.
The play clock is always 25 seconds.
CLOCK NCAA
The game clock starts on the snap only during the last two minutes of each half when the ball becomes dead out of bounds except for forward fumble.
The game clock starts on the snap after a legal kick.
The game clock starts on the snap after a delay penalty, regardless of whether it is accepted or declined, if committed by a team in scrimmage-kick formation.
The play clock can be 25 or 40 seconds.
Here is another link you may need - go to the FOOTBALL RESOURCES SECTION and go to the 3rd link down [the rule differences between NCAA and NFHS]
http://www.nfhs.org/Football/
http://www.nfhs.org/WorkArea/DownloadAsset.aspx?id=5539
Below are the NCAA memos so far for this season [2011]\
COLLEGE FOOTBALL OFFICIATING, LLC
2011-‐12 PLAY INTERPRETATIONS BULLETIN NO. 3
Cameras in the Team Area
Cameras are not allowed in the team area. This is specified in Rule 1-‐4-‐11-‐c on FR-‐25.
This rule is intended to prohibit any and all cameras of any type and for any purpose from being in the team area. There may be no exceptions.
Cameras on the Field
Cameras are not allowed on the field. This is specified in Rule 1-‐4-‐11-‐c on FR-‐25. This rule is intended to prohibit any and all cameras of any type and for any purpose from being on the field. An exception to the rule allows cameras above the field that are attached to cables over the team area, the field of play, and the end zones.
Microphones on Coaches
Microphones for media transmission purposes are not allowed on coaches during the game. This is specified in Rule 1-‐4-‐11-‐d on FR-‐26.
Microphones on Officials
A microphone is required on the Referee for making all game announcements. Microphones on other officials are prohibited. These requirements are specified in Rule 1-‐4-‐13 on FR-‐26.
Signal Devices on Players
Players may not be equipped with any electronic, mechanical or other signal devises for the purpose of communicating with any source. This is specified in Rule 1-‐4-‐10 on FR-25. An exception allows medically prescribed hearing devices for hearing impaired players.
Rogers Redding
Secretary-‐Rules Editor
October 10, 2011
COLLEGE FOOTBALL OFFICIATING, LLC
2011-12 PLAY INTERPRETATIONS BULLETIN NO. 1
Try Attempt, Unsportsmanlike Conduct
1. On a successful try, B55 commits a live-ball foul for unsportsmanlike conduct.
RULING: Team A may repeat the try following enforcement of the penalty, or they may elect to have the penalty enforced on the succeeding kickoff. This is an interpretation of 8-3-3-b-1, treating live-ball unsportsmanlike conduct the same as personal fouls. (8-3-3-b-1, 10-2-5)
Roughing the Kicker
2. Fourth and 15 at the A-40. End B88 rushes the punter and is blocked legally by A43, and personal protector. B88 then crashes into the kicker. The referee rules that the block by A43 (a) did; (b) did not cause B88’s contact with the kicker.
RULING: (a) No foul. (b) Roughing the kicker, 15-yard penalty, previous spot. First and 10 for Team A at the B-45. (9-1-16-a-5)
Blocking Below the Waist
3. Third and seven at the A-30. The ball is at the left hash mark. Back A22 is split outside the tackle box to his left, and B40 moves out to cover him. The handoff goes to back A44 who sweeps around the right end and is tackled at the B-45. As the play develops B40 runs to his left to follow the play and A22 chases him. At the A-40 beyond the right hash mark A22 overtakes B40 and blocks him below the waist at the side or front. The direction of this block is slightly off the north-south line toward the right sideline.
RULING: Because of his position A22 is restricted in how he may legally block below the waist. His adjacent sideline is to his outside, i.e., to his left. Foul, illegal block below the waist. The block is directed toward the non-adjacent sideline. Fifteen-yard penalty at the spot of the foul. Third and 12 at the A-25. (9-1-6)
Blocking Below The Waist
4. First and 10 at the A-40. A12 receives the snap at the A-35 and starts on a sweep to his right. Guard A66 pulls and leads the play. At the snap linebacker B55 is positioned at the A-42. As the play develops A12 has carried the ball to the A-47 when at the A-44 B55 blocks A66 from the side at the thigh. A12 is driven out of bounds at the A-48.
RULING: Foul by B55, blocking below the waist after the ball is more than five yards beyond the neutral zone. Fifteen-yard penalty enforced at the end of the run. First and 10 for Team A at the B-37. (9-1-6)
10-Second Runoff, Offsetting Fouls
5. Fourth quarter. 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 shows 15 seconds. RULING: Team A illegal forward pass and Team B offside. Offsetting fouls. No 10- second subtraction. Second and 5 at the B-20. The game clock remains at 15 seconds and starts on the snap. (3-4-4)
10-Second Runoff, Dead-Ball Personal Foul
6. Fourth quarter. Second and 10 at the B-30. 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.
RULING: The game is over because of the 10-second subtraction associated with the false start. Thus the penalty for the dead-ball Team B foul is not enforced.
NOTE: If this action occurred at the end of the first half the penalty for the Team B dead-ball foul would carry over to the second half. Because of the 10-second subtraction, by interpretation the Team B dead-ball foul effectively occurs after the half has ended and the penalty is thus carried over. (3-4-4)
Equipment: Towels
7. Each member of Team A’s offensive line is wearing a towel. The towels are all white, 4” by 12”, with a small team logo. However, the snapper’s towel also has a large skull-and-cross-bones symbol.
RULING: It is legal for any player to wear a towel. The towels are all legal except that for the snapper. He must not be allowed to play while wearing this towel. (1-4-6-a)
Intentional Grounding
8. Third and five at the A-40. Quarterback A12 drops back to pass. Under a heavy rush, at the A-30 he throws the ball forward and it falls to the ground at the feet of back A44. A44 is pass-protection blocking at the A-35 and is not aware that the pass has been thrown.
RULING: Legal play, not a foul for intentional grounding. The passer only needs to get the ball into an area where there is an eligible receiver, whether or not the receiver has a chance of catching the pass. Fourth and five at the A-40. (7-3-2-h)
Unsportsmanlike Conduct: Taunting
9. Second and five at the A-45, early in the second quarter. Ball carrier A33 breaks out into the open and has a clear path to the goal line. At the B-2 he suddenly makes a sharp left turn and trots along the B-2 as the Team B players begin to catch up to him. He then carries the ball into the end zone. A33 next runs to the stands and begins to exchange “high-fives” with the fans.
RULING: A33 is charged with two fouls for unsportsmanlike conduct, one live-ball and the other dead-ball. Both penalties are enforced and A33 is ejected from the game. First and 10 for Team A at the B-32. (9-2-1-a)
Momentum Exception
10. A47 intercepts a pass at the A-3. His momentum carries him into the end zone where he fumbles the ball. It rolls into the field of play. B33 recovers at the A-2 but he is hit and fumbles. The ball rolls into the end zone and over the end line.
RULING: Touchback. Team A’s ball, first and 10 at the A-20. The momentum rule applies only if the ball remains in the end zone and is declared dead there. (8-5-1-a-Exc.)
Intentional Grounding
11. Third and 5 at the A-40. QB A12 drops back in the pocket to pass. Under a heavy rush he throws a backward pass to back A22 who carries the ball outside the tackle box. A22 at the A-35 throws a forward pass that crosses the neutral zone and lands in an area 20 yards away from the nearest Team A eligible receiver.
RULING: Foul, intentional grounding. The tackle-box rule applies only to the player who receives the snap. Loss of down at the spot of the foul. Fourth and 10 at the A-35. (7-3-2-h-Exc.)
Ball Carrier Down: Exception on Place Kick
12. Team A is in formation to attempt a field goal. At the snap A22 is in position to execute a right-footed place kick and A33 is in position as the holder. The snap goes to A33 who has a knee on the ground. Just after the snap A22 breaks to his left and toward the neutral zone, and A33, while still on his knee, flips a forward pass to A22 who carries the ball beyond the line to gain before he is tackled.
RULING: Legal play, because at the snap A22 was in position to attempt a place kick. First and 10 for Team A. (4-1-3-b-Exc.)
Starting the Clock Following a Kick
13. 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. (3-3-2-d-8, 3-3-2-e-1, 3-3-2-f)