Special Situations
Special Situations
Special Situations
I. Clock Rules
A. The Clock Stops and Stays Stopped Until the Next Snap:
1. On an incomplete pass;
2. When a ball carrier goes out-of-bounds;
3. After a play resulting in a penalty also ends with a result that would
otherwise stop the clock, or if the offended team in the last two minutes requests that the clock remain
stopped.
4. After a play resulting in a change of possession;
5. After a team calls, and an official grants, a time-out;
6. After a Fair Catch of a kick;
7. After the conclusion of a play including a legal kick; or,
8. After a score or a touchback.
B. The Clock Stops, but Restarts on the Referee’s Ready to Play Whistle:
1. Types of Kicks:
- Place Kick or Drop Kick.
- May Punt after a Safety.
- No “Pop-Up” onsides (kicking ball directly into the ground to
create a pop-up)
- Deep middle
- Coffin corner
- Squibs
- Placed kicks from the hash marks
- Mortar kicks
- Onside kicks
- Surprise
- Super Onsides
- Two kickers
- Muffed kick (does not advance ten yards)
2. Timing Rules:
- The clock starts when the receiving team touches the ball.
2. Alignment:
- No more than six players may align on one side of the ball.
- Only the Kicker may have any part of his body more than
five yards behind the ball.
- Receiving team must be at least 10 yards from the ball, but
may advance past this line once the ball is kicked.
3. Live Ball:
- If it hits the ground after travelling more than ten yards.
- KICKING TEAM CANNOT CATCH THE BALL IN THE AIR!
4. Dead Ball:
- A kick that reaches the Endzone is an automatic touchback.
- NEVER ASSUME the TOUCHBACK (PLAY TO WHISTLE).
5. Rules affecting Returners:
- Any returner may call a fair catch (play is dead on the catch).
- Only the returner calling a fair catch gets the protections, but
the play is dead if another player fields it.
- No defender can interfere with a player attempting to field a
Kick.
- If momentum in catching a kick carries you into the end
zone, the returner does not need to bring it out.
6. Yard Lines:
- Kick-Offs to begin the Game, Second Half, or following a
Score: 40 Yard Line
- Kick-Offs following a Safety: 20 Yard Line
- Penalties may affect either.
7. Kicks Out-of-Bounds:
- Returning team has a choice:
i. Take possession 25 yds from the free kick line or at
the out-of-bounds spot +5, whichever is closer; or,
Ii. Force a re-kick after the kicking team is assessed a
five yard penalty.
IF YOUR OPPONENT ATTEMPTS TO DOWN A KICK BUT DOES NOT HAND IT TO THE REF,
YOU MAY ATTEMPT TO RETURN IT WITHOUT RISK.
6. Dead Ball:
- A kick that reaches the End Zone is an automatic touchback.
- NEVER ASSUME the TOUCHBACK (PLAY TO WHISTLE).
7. Rules affecting Returners:
- Any returner may call a fair catch (play is dead on the catch).
- Only the returner calling a fair catch gets the protections, but
the play is dead if another player fields it.
- No defender can interfere with a player attempting to field a
Kick.
8. Eligible receivers
- Formations
- Must have at least seven on the LOS
- Backfield
- Any jersey number during special teams play
9. Opponent Returns / Blocks
- Number of deep punter returners determines the threat of
the potential punt rush. Thus, the potential of a punt rush
should be a considering factor in the punt protection
scheme/tactic/technique.
5. Touchbacks:
- If a kick reaches the Endzone, it is a touchback. (Which is an
important strategic consideration, failed FG that reaches the end zone is just as good as a punt
that reaches the end, but the FG has a 3pt upside potential)
6. Kicks Short of the Endzone:
- If a kick does not reach the endzone, the defense can return
it like a punt.
7 Additional Considerations
- Hash marks
- Field position
- Wind
D. PAT Kicks
A. Offensive Considerations:
B. Defensive Considerations:
IV. Overtime(s)
A. Procedure:
B. Important Considerations:
Opponent TO’s 3 2 1 0
2. Can we QB Sweep/Slide?
Opponent TO’s 3 2 1 0
B. Winning on Defense
C. Trailing on Offense:
1. Time Is Valuable
- Align as fast as possible -- Echo Calls if necessary;
- Get out of bounds (if safe, you may lateral out of bounds)
- Get set fast on a first down, the clock will start on whistle
2. Spike Play -- Only Under 30 w/ No Timeouts
- QB Calls SPIKE SPIKE SPIKE
- All Receivers on the LOS, No Illegal Formations;
- QB must be Under Center -- Remind Him; and,
- QB Calls “Ready” and “Set” before the whistle, and “Go” as
soon as Center is on the ball after the whistle.
3. If down by three or less: FG PERSONNEL BE AT THE EDGE OF
THE BOX!
4. Last Play -- Do not get tackled in-bounds with the ball
D. Trailing On Defense
1. Time Considerations:
- Get up quickly
- If ball is on the ground, hand to the Officials
- Try to force a player out of bounds
2. GET THE BALL!
- We must get the ball back -- A Forced TO will win the Game
3. Avoid Penalties -- Watch the Ball, Especially in Short Yardage
-16 Yes Need two more scores either way -- Back on Schedule
-13 No -- Kick!
-5 Yes FG Ties
-4 Yes FG Wins
-3 No -- Kick! FG Wins
-1 No -- Kick! Unless you are the underdog, and it wins the game!