Clock management

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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" (and associated counter-tactics) 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.

Contents

In American football

Rules for the game clock

Upon kickoff, the clock is started when a member of the receiving team touches the ball, or, if the member of the receiving team touches the ball in their end zone, carries the ball out of the end zone. The clock is stopped when the down ends. (The clock never starts if the receiving team downs the ball in their own end zone for a touchback.) The clock is then restarted when the offense snaps the ball for their first play and continues to run unless one of the following occurs, in which case the clock is stopped at the end of the play and restarts at the next snap unless otherwise provided: [1]

If the clock runs out during a play, the current play is allowed to continue to its conclusion. If the clock runs out between downs, the period ends in American football, but in Canadian football the offense is allowed one last down.

Each team is given three timeouts per half which they can use to stop the clock from running after a play. In the NFL, teams get two timeouts in a preseason or regular season overtime period, or three in a postseason overtime half.

On a fair-catch kick in the NFL, the clock starts at the kick and stops at the end of the play.

Strategies

Strategies for leading teams on offense

A team on offense that has the higher score seeks to use as much time as possible. A drive may therefore benefit the team, even if it scores no points, by taking time off the clock. The team may:

  • Favor run plays over pass plays.
  • Use the center of the field rather than the sidelines to avoid going out of bounds and stopping the clock.
  • Delay the start of each play until the play clock approaches 0.

The team may use counterintuitive game plans, such as declining to score or allowing the opponents to score, to accelerate the end of the game.

If the defense does not have enough time-outs to stop the clock before the ball is turned over on downs, the offense can run out the clock by executing repeated quarterback kneels until the clock runs out. In the NFL and college football, up to 40 seconds can be taken off the clock between plays. The NFL also has a built-in two-minute warning that stops the clock after the play that occurs when the clock hits two minutes ends. In order to successfully run out the clock by kneeling, there must be less than 40 seconds on the clock if the opponent has two time-outs, 1 minute 20 seconds if the opponent has one time-out, or 2 minutes if the defense has no time-outs remaining, at the snap on a first down (an additional 40 seconds can be run off if the clock keeps running after the play that gains the first down). The offense can burn further time off the clock by timewasting: keeping the ball live (and the clock running) simply by keeping away from any defensive player, regardless of position on the field.

Strategies for trailing teams on offense

A team on offense that has the lower score seeks to conserve time. The team may:

  • Use a no-huddle offense; forgo detailed design of a play and instead signal and initiate a play quickly.
  • Have the quarterback "spike" the ball, sacrificing a down to stop the clock. (An explicit exception is written into the American football rule books so that the move is not penalized for intentional grounding nor ruled a fumble, so long as he spikes the ball immediately after the snap from the center.)
  • Use a passing play and/or attempt to get the ball carrier near the sidelines so that the ball carrier can go out of bounds before being tackled. (Taking the ball out of bounds and incomplete passes both stop the clock.)
  • If a play ends such that the game clock continues running, use a timeout.
  • If the ball is still alive while the clock runs out and the team with the ball is still trailing, do everything within the team's power to keep the ball alive until it can be advanced to the end zone. Often this incorporates a series of lateral and backward passes to avoid the ball carrier being tackled and the game ending.

A team that is tied or trailing by one or two points but is within the red zone (and thus in easy field goal range) seeks to burn a specific amount of time off the clock, such that they can stop the clock with five or fewer seconds on the clock, so that their placekicker can kick a field goal with no time remaining and win the game.

One exceptionally rare strategy that a team in possession of the ball near the end of the game can use is the fair catch kick. For the fair catch kick to be a viable option, several conditions must be met: the opposing team must have punted the ball within play and the receiving team used the fair catch to secure the ball, the punt must have been exceptionally short so that the spot of the fair catch is within field goal range and unlikely to be returned, the team using the fair catch kick must be either tied or within three points, and the game must not be played under NCAA rules (the NCAA has no fair catch kick rule).

Strategies for the defense

A team on defense has little control over the pace of the game. It may expend its timeouts to ensure that there is adequate time left on the clock, in case the team regains possession. The defense can make decisions on how to stop the ball carrier based on whether the team is trailing or leading: if the offense is trying to conserve time, the defense can foil that by tackling the ball carrier in-bounds before they can get out of bounds. Defenses likewise can safely devote more personnel to the perimeter and leave the center of the field and areas near the line of scrimmage less defended, as an offense that cannot afford to keep the clock running will have to throw toward the sidelines (see also: prevent defense).

Various rules ensure that the defense cannot deliberately commit fouls to manipulate the game clock, and in the most extreme such cases, an unfair act can be declared and the game forfeited to the offense. (Likewise, if the offense commits fouls to burn off time and get extra downs, the clock is reset and unsportsmanlike conduct is called on them.)

Canadian football

In Canadian football, a team trailing by one point or tied has an additional option: a ball can be kicked from anywhere on the field in that sport, and balls kicked into or through the end zone and not returned score a single point. This allows a team trailing by one to advance the ball upfield, then punt the ball toward the end zone in hopes of tying the game for one point (the player could also drop kick the ball, which would allow the kicking team to win on a field goal if kicked through the uprights). To prevent this scenario, defending teams will place their punter in the end zone to retrieve the ball and kick it back out of the end zone, preventing that single point from being scored.

Several of the strategies discussed above for American football above can be used in the Canadian code, however rule differences mean that running out the clock much more difficult:

These differences make for radically different endgames if the team with the lead has the ball. In the NFL, a team can run 120 seconds (2 minutes)--and slightly more in the NCAA--off the clock without gaining a first down (assuming that the defensive team is out of timeouts). In the Canadian game, just over 40 seconds can be run off. The Canadian Football League is proud of this distinction, with "No Lead Is Safe" being one of the league's catchphrases. [3]

See also

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<span class="mw-page-title-main">Penalty (gridiron football)</span> Penalty in American football

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<span class="mw-page-title-main">Punt (gridiron football)</span> Kick downfield to the opposing team in gridiron football

In gridiron football, a punt is a kick performed by dropping the ball from the hands and then kicking the ball before it hits the ground. The most common use of this tactic is to punt the ball downfield to the opposing team, usually on the final down, with the hope of giving the receiving team a field position that is more advantageous to the kicking team when possession changes. The result of a typical punt, barring any penalties or extraordinary circumstances, is a first down for the receiving team. A punt is not to be confused with a drop kick, a kick after the ball hits the ground, now rare in both American and Canadian football.

References

  1. "2016 NFL Rulebook". NFL Football Operations. Rule 4, Sections 3 & 4. Retrieved 2017-03-17.
  2. "Rule 1, Section 7, Article 9: Time Count" (PDF). The Official Playing Rules for the Canadian Football League 2015. Canadian Football League. pp. 18–19. Archived from the original (PDF) on December 22, 2015. Retrieved December 21, 2015.
  3. "O'Leary: No lead is safe may be the best part of the Canadian game". 12 June 2020.

Further reading