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GAMES
PROCEDURES |
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| 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.
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| BALL |
| 1.
Thirty-six approved footballs will be used in games
played outdoors (24 indoors). |
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| 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
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| 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. |
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| 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.
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| 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. |
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| 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.
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| 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.)
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| 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.) |
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| 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. |
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| 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.
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| MEASURING |
| 1.
The forward point of the ball is used when measuring. |
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| 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.
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| 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.
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| 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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