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Field Ball Coin Toss Timing Sudden Death Timing in Final Two Minutes of Each Half Try
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).
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:
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.
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.
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.
Descriptions of time-keeping for the final minutes 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.
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.
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