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Referee

Umpire

Head Linesman

Line Judge Back Judge Field Judge Side Judge
   
                  GAMES PROCEDURES 




















   
  GAMES PROCEDURES 
   
 
FIELD
1. Sidelines and end lines are out of bounds. The goal line is actually in the end zone. A player with the ball in his possession scores when the ball is on, above, or over the goal line.
2. The field is rimmed by a white border, six feet wide, along the sidelines. All of this is out of bounds.
3. The hashmarks (inbound lines) are 70 feet, 9 inches from each sideline.
4. Goal posts must be single-standard type, offset from the end line and painted bright gold. The goal posts must be 18 feet, 6 inches wide and the top face of the crossbar must be 10 feet above the ground. Vertical posts extend at least 30 feet above the crossbar. A ribbon 4 inches by 42 inches long is to be attached to the top of each post. The actual goal is the plane extending indefinitely above the crossbar and between the outer edges of the posts.
5. The field is 360 feet long and 160 feet wide. The end zones are 30 feet deep. The line used in try-for-point plays is two yards out from the goal line.
6. Chain crew members and ball boys must be uniformly identifiable.
7. All clubs must use standardized sideline markers. Pylons must be used for goal line and end line markings.
8. End zone markings and club identification at 50 yard line must be approved by the Commissioner to avoid any confusion as to delineation of goal lines, sidelines, and end lines.
 
BALL
1. Thirty-six approved footballs will be used in games played outdoors (24 indoors).
 
COIN TOSS
1. The toss of coin will take place within three minutes of kickoff in center of field. The toss will be called by the visiting captain. The winner may choose one of two privileges and the loser gets the other:
(a) Receive or kick
(b) Goal his team will defend
2. Immediately prior to the start of the second half, the captains of both teams must inform the officials of their respective choices. The loser of the original coin toss gets first choice.
 
TIMING
1. The stadium game clock is official. In case it stops or is operating incorrectly, the Line Judge takes over the official timing on the field.
2. Each period is 15 minutes. The intermission between the periods is two minutes. Halftime is 12 minutes, unless otherwise specified.
3. On charged team time outs, the Field Judge starts watch and blows whistle after 1 minute 50 seconds, unless television does not utilize the time for commercial. In this case the length of the time out is reduced to 40 seconds.
4. The Referee will allow necessary time to attend to an injured player, or repair a legal player's equipment.
5. Each team is allowed three time outs each half.
6. Time between plays will be 40 seconds from the end of a given play until the snap of the ball for the next play, or a 25-second interval after certain administrative stoppages and game delays.
7. Clock will start running when ball is snapped following all changes of team possession.
8. With the exception of the last two minutes of the first half and the last five minutes of the second half, the game clock will be restarted following a kickoff return, a player going out of bounds on a play from scrimmage, or after declined penalties when appropriate on the referee's signal.
9. Consecutive team time outs can be taken by opposing teams but the length of the second time out will be reduced to 40 seconds.
10. When, in the judgment of the Referee, the level of crowd noise prevents the offense from hearing its signals, he can institute a series of procedures which can result in a loss of team time outs or a five-yard penalty against the defensive team.
Sudden death
1. The sudden death system of determining the winner shall prevail when score is tied at the end of the regulation playing time of all NFL games. The team scoring first during overtime play shall be the winner and the game automatically ends upon any score (by safety, field goal, or touchdown) or when a score is awarded by Referee for a palpably unfair act.
2. At the end of regulation time the Referee will immediately toss coin at center of field in accordance with rules pertaining to the usual pregame toss. The captain of the visiting team will call the toss.
3. Following a three-minute intermission after the end of the regulation game, play will be continued in 15-minute periods or until there is a score. There is a two-minute intermission between subsequent periods. The teams change goals at the start of each period. Each team has three time outs per half and all general timing provisions apply as during a regular game. Disqualified players are not allowed to return.
Exception: In preseason and regular season games there shall be a maximum of 15 minutes of sudden death with two time outs instead of three. General provisions that apply for the fourth quarter will prevail. Try not attempted if touchdown scored.
 
TIMING IN FINAL TWO MINUTES OF EACH HALF
1. On kickoff, clock does not start until the ball has been legally touched by player of either team in the field of play. (In all other cases, clock starts with kickoff.)
2. A team cannot buy an excess time out for a penalty. However, a fourth time out is allowed without penalty for an injured player, who must be removed immediately. A fifth time out or more is allowed for an injury and a five-yard penalty is assessed if the clock was running. Additionally, if the clock was running and the score is tied or the team in possession is losing, the ball cannot be put in play for at least 10 seconds on the fourth or more time out. The half or game can end while those 10 seconds are run off on the clock.
3. If the defensive team is behind in the score and commits a foul when it has no time outs left in the final 30 seconds of either half, the offensive team can decline the penalty for the foul and have the time on the clock expire.
4. Fouls that occur in the last five minutes of the fourth quarter as well as the last two minutes of the first half will result in the clock starting on the snap.
Try
1. After a touchdown, the scoring team is allowed a try during one scrimmage down. The ball may be spotted anywhere between the inbounds lines, two or more yards from the goal line. The successful conversion counts one point by kick; two points for a successful conversion by touchdown; or one point for a safety.
2. The defensive team never can score on a try. As soon as defense gets possession or the kick is blocked or a touchdown is not scored, the try is over.
3. Any distance penalty for fouls committed by the defense that prevent the try from being attempted can be enforced on the succeeding try or succeeding kickoff. Any foul committed on a successful try will result in a distance penalty being assessed on the ensuing kickoff.
4. Only the fumbling player can recover and advance a fumble during a try.
Players-substitutions
1. Each team is permitted 11 men on the field at the snap.
2. Unlimited substitution is permitted. However, players may enter the field only when the ball is dead. Players who have been substituted for are not permitted to linger on the field. Such lingering will be interpreted as unsportsmanlike conduct.
3. 12 men delayed in huddle-illegal substitution.
4. Offensive substitutes who remain in the game must move onto the field as far as the inside of the field numerals before moving to a wide position.
5. With the exception of the last two minutes of either half, the offensive team, while in the process of substitution or simulated substitution, is prohibited from rushing quickly to the line and snapping the ball with the obvious attempt to cause a defensive foul; i.e., too many men on the field.
 
KICKOFF
1. The kickoff shall be from the kicking team's 30-yard line at the start of each half and after a field goal and try-for-point. A kickoff is one type of free kick.
2. A one-inch tee may be used (no tee permitted for field goal or try attempt) on a kickoff. The ball is put in play by a placekick or dropkick.
3. If the kickoff clears the opponent's goal posts it is not a field goal.
4. A kickoff is illegal unless it travels 10 yards OR is touched by the receiving team. Once the ball is touched by the receiving team it is a free ball. Receivers may recover and advance. Kicking team may recover but NOT advance UNLESS receiver had possession and lost the ball.
5. When a kickoff goes out of bounds between the goal lines without being touched by the receiving team, the ball belongs to the receivers 30 yards from the spot of the kick or at the out-of-bounds spot unless the ball went out-of-bounds the first time an onside kick was attempted. In this case the kicking team is to be penalized five yards and the ball must be kicked again.
6. When a kickoff goes out of bounds between the goal lines and is touched last by receiving team, it is receiver's ball at out-of-bounds spot.
7. If the kicking team either illegally kicks off out of bounds or is guilty of a short free kick on two or more consecutive onside kicks, receivers may take possession of the ball at the dead ball spot, out-of-bounds spot or spot of illegal touch. Safety
1. In addition to a kickoff, the other free kick is a kick after a safety (safety kick). A punt may be used (a punt may not be used on a kickoff).
2. On a safety kick, the team scored upon puts ball in play by a punt, dropkick, or placekick without tee. No score can be made on a free kick following a safety, even if a series of penalties places team in position. (A field goal can be scored only on a play from scrimmage or a free kick after a fair catch.)
 
FAIR CATCH KICK
1. After a fair catch, the receiving team has the option to put the ball in play by a snap or a fair catch kick (field goal attempt), with fair catch kick lines established ten yards apart. All general rules apply as for a field goal attempt from scrimmage. The clock starts when the ball is kicked. (No tee permitted.)
 
FIELD GOAL
1. All field goals attempted (kicker) and missed from beyond the 20-yard line will result in the defensive team taking possession of the ball at the spot of the kick. On any field goal attempted and missed where the spot of the kick is on or inside the 20-yard line, ball will revert to defensive team at the 20-yard line.
 
SAFETY
1. The important factor in a safety is impetus. Two points are scored for the opposing team when the ball is dead on or behind a team's own goal line if the impetus came from a player on that team.
Examples of Safety:
(a) Blocked punt goes out of kicking team's end zone. Impetus was provided by punting team. The block only changes direction of ball, not impetus.
(b) Ball carrier retreats from field of play into his own end zone and is downed. Ball carrier provides impetus.
(c) Offensive team commits a foul and spot of enforcement is behind its own goal line.
(d) Player on receiving team muffs punt and, trying to get ball, forces or illegally kicks (creating new impetus) it into end zone where it goes out of the end zone or is recovered by a member of the receiving team in the end zone.
 
MEASURING
1. The forward point of the ball is used when measuring.
 
POSITION OF PLAYERS AT SNAP
1. Offensive team must have at least seven players on line.
2. Offensive players, not on line, must be at least one yard back at snap. (Exception: player who takes snap.)
3. No interior lineman may move after taking or simulating a three-point stance.
4. No player of either team may invade neutral zone before snap.
5. No player of offensive team may charge or move, after assuming set position, in such manner as to lead defense to believe snap has started. No player of the defensive team within one yard of the line of scrimmage may make an abrupt movement in an attempt to cause the offense to false start.
6. If a player changes his eligibility, the Referee must alert the defensive captain after player has reported to him.
7. All players of offensive team must be stationary at snap, except one back who may be in motion parallel to scrimmage line or backward (not forward).
8. After a shift or huddle all players on offensive team must come to an absolute stop for at least one second with no movement of hands, feet, head, or swaying of body.
9. Quarterbacks can be called for a false start penalty (five yards) if their actions are judged to be an obvious attempt to draw an opponent offside.
10. Offensive linemen are permitted to interlock legs.
 
USE OF HANDS, ARMS, AND BODY
1. No player on offense may assist a runner except by blocking for him. There shall be no interlocking interference.
2. A runner may ward off opponents with his hands and arms but no other player on offense may use hands or arms to obstruct an opponent by grasping with hands, pushing, or encircling any part of his body during a block. Hands (open or closed) can be thrust forward to initially contact an opponent on or outside the opponent's frame, but the blocker must work to bring his hands on or inside the frame.
Note: Pass blocking: Hand(s) thrust forward that slip outside the body of the defender will be legal if blocker worked to bring them back inside. Hand(s) or arm(s) that encircle a defender-i.e., hook an opponent-are to be considered illegal and officials are to call a foul for holding.
Blocker cannot use his hands or arms to push from behind, hang onto, or encircle an opponent in a manner that restricts his movement as the play develops.
3. Hands cannot be thrust forward above the frame to contact an opponent on the neck, face or head.
Note: The frame is defined as the part of the opponent's body below the neck that is presented to the blocker.
4. A defensive player may not tackle or hold an opponent other than a runner. Otherwise, he may use his hands, arms, or body only:
     (a) To defend or protect himself against an obstructing opponent.
Exception: An eligible receiver is considered to be an obstructing opponent ONLY to a point five yards beyond the line of scrimmage unless the player who receives the snap clearly demonstrates no further intention to pass the ball. Within this five-yard zone, a defensive player may make contact with an eligible receiver that may be maintained as long as it is continuous and unbroken up until a point when the receiver is beyond the defender. The defensive player cannot use his hands or arms to push from behind, hang onto, or encircle an eligible receiver in a manner that restricts movement as the play develops. Beyond this five-yard limitation, a defender may use his hands or arms ONLY to defend or protect himself against impending contact caused by a receiver. In such reaction, the defender may not contact a receiver who attempts to take a path to evade him.
     (b) To push or pull opponent out of the way on line of scrimmage.
     (c) In actual attempt to get at or tackle runner.
     (d) To push or pull opponent out of the way in a legal attempt to recover a loose ball.
     (e) During a legal block on an opponent who is not an eligible pass receiver.
     (f) When legally blocking an eligible pass receiver above the waist.
Exception: Eligible receivers lined up within two yards of the tackle, whether on or immediately behind the line, may be blocked below the waist at or behind the line of scrimmage. NO eligible receiver may be blocked below the waist after he goes beyond the line. (Illegal cut)
Note: Once the quarterback hands off or pitches the ball to a back, or if the quarterback leaves the pocket area, the restrictions (illegal chuck, illegal cut) on the defensive team relative to the offensive receivers will end, provided the ball is not in the air.
5. A defensive player may not contact an opponent above the shoulders with the palm of his hand except to ward him off on the line. This exception is permitted only if it is not a repeated act against the same opponent during any one contact. In all other cases the palms may be used on head, neck, or face only to ward off or push an opponent in legal attempt to get at the ball.
6. Any offensive player who pretends to possess the ball or to whom a teammate pretends to give the ball may be tackled provided he is crossing his scrimmage line between the ends of a normal tight offensive line.
7. An offensive player who lines up more than two yards outside his own tackle or a player who, at the snap, is in a backfield position and subsequently takes a position more than two yards outside a tackle may not clip an opponent anywhere nor may he contact an opponent below the waist if the blocker is moving toward the ball and if contact is made within an area five yards on either side of the line.
8. A player of either team may block at any time provided it is not pass interference, fair catch interference, or unnecessary roughness.
9. A player may not bat or punch:
     (a) A loose ball (in field of play) toward his opponent's goal line or in any direction in either end zone.
     (b) A ball in player possession.
Note: If there is any question as to whether a defender is stripping or batting a ball in player possession, the official(s) will rule the action as a legal act (stripping the ball).
Exception: A forward or backward pass may be batted, tipped, or deflected in any direction at any time by either the offense or the defense.
Note: A pass in flight that is controlled or caught may only be thrown backward, if it is thrown forward it is considered an illegal bat.
10. No player may deliberately kick any ball except as a punt, dropkick, or placekick.
 
FORWARD PASS
1. A forward pass may be touched or caught by any eligible receiver. All members of the defensive team are eligible. Eligible receivers on the offensive team are players on either end of line (other than center, guard, or tackle) or players at least one yard behind the line at the snap. A T-formation quarterback is not eligible to receive a forward pass during a play from scrimmage.
Exception: T-formation quarterback becomes eligible if pass is previously touched by an eligible receiver.
2. An offensive team may make only one forward pass during each play from scrimmage (Loss of 5 yards).
3. The passer must be behind his line of scrimmage (Loss of down and five yards, enforced from the spot of pass).
4. Any eligible offensive player may catch a forward pass. If a pass is touched by one eligible offensive player and touched or caught by a second offensive player, pass completion is legal. Further, all offensive players become eligible once a pass is touched by an eligible receiver or any defensive player.
5. The rules concerning a forward pass and ineligible receivers:
     (a) If ball is touched accidentally by an ineligible receiver on or behind his line: loss of five yards.
     (b) If ineligible receiver is illegally downfield: loss of five yards.
     (c) If touched or caught (intentionally or accidentally) by ineligible receiver beyond the line: loss of 5 yards.
6. The player who first controls and continues to maintain control of a pass will be awarded the ball even though his opponent later establishes joint control of the ball.
7. Any forward pass becomes incomplete and ball is dead if:
     (a) Pass hits the ground or goes out of bounds.
     (b) Pass hits the goal post or the crossbar of either team.
     (c) Pass is caught by offensive player after touching ineligible receiver.
     (d) An illegal pass is caught by an offensive player.
8. A forward pass is complete when a receiver clearly possesses the pass and touches the ground with both feet inbounds while in possession of the ball. If a receiver would have landed inbounds with both feet but is carried or pushed out of bounds while maintaining possession of the ball, pass is complete at the out-of-bounds spot.
9. If an eligible receiver goes out of bounds accidentally or is legally forced out by a defender and returns to first touch and catch a pass, the play is regarded as an incomplete pass. Loss of 5 yards.
10. On a fourth down pass-when the offensive team is inside the opposition's 20-yard line-an incomplete pass results in a loss of down at the line of scrimmage.
11. If a personal foul is committed by the defense prior to the completion of a pass, the penalty is 15 yards from the spot where ball becomes dead.
12. If a personal foul is committed by the offense prior to the completion of a pass, the penalty is 15 yards from the previous line of scrimmage.
 
 





 

 
 
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