The one-minute warning or the one-minute timing rule was a rule that dictated the flow of the game in the final minute of a half in some indoor American football leagues, most prominently the Arena Football League. [1] During the AFL's final season in 2019, it occurred in the last half-minute of regulation or overtime. [2]
At the one-minute mark of regulation or overtime, the referee announced: "One-minute Timing Rule in effect". During the final minute of play, the game clock changes from a continuously running clock (except for scores and time-outs) to a clock that mostly mirrored NCAA rules (stopping on first downs, out of bounds, incompletions, and so on.) For most of the league's history, any play that did not advance the ball across the line of scrimmage also stopped the clock; this prevented teams from kneeling to run out the clock. (This rule was repealed in 2018.) It also rewards defensive play, as a tackle for loss automatically stops the clock. Any player injured during this time and that team uses a timeout. The original one-minute timing rules remained in effect during the 2019 season of the China Arena Football League. [3] But in 2024 the new Arena Football League returned the 30-second warning back to a minute.
In the former X-League, after the one-minute warning or in overtime, the "X-Bonus" rule came into play. All scoring during the final minute of play was worth double what it is normally worth, and a special black football was used.
Fan Controlled Football uses the One-Minute Timing Rule, but further stops the clock after every play in the final 30 seconds of a half. (This is a necessity in FCF, as fans vote on all offensive plays and each teams gets only one time-out each half, meaning without it, the clock would run out without getting a single play executed.)
The Arena Football League (AFL) was a professional arena football league in the United States. It was founded in 1986, but played its first official games in the 1987 season, making it the third longest-running professional football league in North America after the Canadian Football League (CFL) and the National Football League (NFL) until the AFL closed in 2019.
Indoor soccer or arena soccer is a five-a-side or six-a-side version of minifootball, derived from association football and adapted to be played in walled hardcourt indoor arena. Indoor soccer, as it is most often known in the United States and Canada, was originally developed in these two countries as a way to play soccer during the winter months, when snow would make outdoor play difficult. In those countries, gymnasiums are adapted for indoor soccer play. In other countries the game is played in either indoor or outdoor arenas surrounded by walls, and is referred to by different names.
A draw or tie occurs in a competitive sport when the results are identical or inconclusive. Ties or draws are possible in some, but not all, sports and games. Such an outcome, sometimes referred to as deadlock, can also occur in other areas of life such as politics, business, and wherever there are different factions regarding an issue.
Arena football is a variety of gridiron football designed to be played indoors. The game is played on a smaller field than American or Canadian football, designed to fit in the same surface area as a standard North American ice hockey rink, and features between six and eight players for each team playing at any given time depending on the league, resulting in a faster and higher-scoring game that can be played on the floors of indoor arenas. The sport was invented in 1981, and patented in 1987, by Jim Foster, a former executive of the National Football League and the United States Football League. The name is trademarked by Gridiron Enterprises and had a proprietary format until its patent expired in 2007.
Overtime or extra time is an additional period of play specified under the rules of a sport to bring a game to a decision and avoid declaring the match a tie or draw where the scores are the same. In some sports, this extra period is played only if the game is required to have a clear winner, as in single-elimination tournaments where only one team or players can advance to the next round or win the tournament and replays are not allowed.
American and Canadian football are gridiron codes of football that are very similar; both have their origins partly in rugby football, but some key differences exist between the two codes.
United Indoor Football (UIF) was an indoor American football league in the United States that operated from 2005 to 2008. Ten owners from the National Indoor Football League, including one expansion and two from arenafootball2 (af2) took their franchises and formed their own league. The league was based in Omaha, Nebraska.
In sports, a time-out or timeout is a halt in the play. This allows the coaches of either team to communicate with the team, e.g., to determine strategy or inspire morale, as well as to stop the game clock. Time-outs are usually called by coaches or players, although for some sports, TV timeouts are called to allow media to air commercial breaks. Teams usually call timeouts at strategically important points in the match, or to avoid the team being called for a delay of game-type violation, such as the five-second rule in basketball.
Gameplay in American football consists of a series of downs, individual plays of short duration, outside of which the ball is or is not in play. These can be plays from scrimmage – passes, runs, punts or field goal attempts – or free kicks such as kickoffs and fair catch kicks. Substitutions can be made between downs, which allows for a great deal of specialization as coaches choose the players best suited for each particular situation. During a play, each team should have no more than 11 players on the field, and each of them has specific tasks assigned for that specific play.
In gridiron football, clock management is an aspect of game strategy that focuses on the game clock and/or play clock to achieve a desired result, typically near the end of a match. Depending on the game situation, clock management may entail playing in a manner that either slows or quickens the time elapsed from the game clock, to either extend the match or hasten its end. When the desired outcome is to end the match quicker, it is analogous to "running out the clock" seen in many sports. Clock management strategies are a significant part of American football, where an elaborate set of rules dictates when the game clock stops between downs, and when it continues to run.
A kickoff is a method of starting a drive in gridiron football. Additionally, it may refer to a kickoff time, the scheduled time of the first kickoff of a game. Typically, a kickoff consists of one team – the "kicking team" – kicking the ball to the opposing team – the "receiving team". The receiving team is then entitled to return the ball, i.e., attempt to advance it towards the kicking team's end zone, until the player with the ball is tackled by the kicking team, goes out of bounds, scores a touchdown, or the play is otherwise ruled dead. Kickoffs take place at the start of each half of play, the beginning of overtime in some overtime formats, and after scoring plays.
In sports strategy, running out the clock is the practice of a winning team allowing the clock to expire through a series of preselected plays, either to preserve a lead or hasten the end of a one-sided contest. Such measures expend time but do not otherwise have a tactical purpose. This is usually done by a team that is winning by a slim margin near the end of a game, in order to reduce the time available for the opposing team to score. Generally, it is the opposite strategy of running up the score.
In American football and Canadian football, a quarterback kneel, also called taking a knee, genuflect offense, kneel-down offense, or victory formation, occurs when the quarterback touches a knee to the ground immediately after receiving the snap, thus downing himself and ending the play. It is primarily used to run the clock down, either at the end of the first half or the game itself, to preserve a lead or ensure a game goes into overtime if the game is tied and in the fourth quarter. Although it generally results in a loss of some yardage and uses up a down, it minimizes the risk of a fumble, which would give the other team a chance at recovering the ball.
The two-minute warning is a suspension of play in an American football game that occurs when two minutes remain on the game clock in each half of a game, i.e., near the end of the second and fourth quarters, and overtime. Its effect on play is similar to that of a timeout: the game clock stops and the teams gather to discuss strategy. The suspension of play is two minutes long, the same as the short two-minute intermissions between quarters within each half. The rule is used in levels of professional football and is referred to as the two-minute timeout in the NCAA and high school football in Texas since 2024.
Delay of game is an action in a sports game in which a player or team deliberately stalls the game, usually with the intention of using the delay to its advantage. In some sports, the delay of game is considered an infraction if it is longer than that permitted according to the game's rules, in which case a penalty can be issued. Some sports that have a delay of game penalty are American football, Canadian football, ice hockey and association football.
In gridiron football, replay review is a method of reviewing a play using cameras at various angles to determine the accuracy of the initial call of the officials. An instant replay can take place in the event of a close or otherwise controversial call, either at the request of a team's head coach or the officials themselves.
The conversion, try, also known as a point(s) after touchdown, PAT, extra point, two-point conversion, or convert is a gridiron football play that occurs immediately after a touchdown. The scoring team attempts to score one extra point by kicking the ball through the uprights in the manner of a field goal, or two points by passing or running the ball into the end zone in the manner of a touchdown.
The China Arena Football League, often abbreviated as the CAFL, was a professional arena football league that played its games in the People's Republic of China. It featured players from the now-defunct Arena Football League (AFL) and other indoor football leagues' rosters while also using players from China or who are of Chinese descent, The six team, eight-on-eight football league consisted of four Chinese players and four "foreign" players on the field at a time. The league began play in the fall of 2016 and held two seasons, one in 2016 and another, heavily abbreviated, schedule in 2019. It was the first professional American football league to play in China. The CAFL was not directly affiliated with the AFL, instead owned by AFL Global, LLC, a company that was created by Martin E. Judge Jr.
The 2019 CAFL season was the second season of the China Arena Football League (CAFL).