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Post by frankkristensen on Jun 8, 2016 14:59:05 GMT
Gentlemen,
We had an interesting situation in a game this past weekend.
The runner is downed inbounds, short of the line to game. The game clock continues and the 40 second clock begins.
A team A player is then identified as having lost his helmet, so both clocks are stopped. The team A player runs - very quickly - out of bounds and the referee blows the ball ready with a 25 second play clock.
The interesting part is that the RFP happened less than 15 seconds after the original 40 second play clock started, so - in essense - A lost seconds on the play clock because they hurried off the field.
So when the play clock ran out... well what would you do?
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bojan
New Member
Posts: 20
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Post by bojan on Jun 9, 2016 9:25:41 GMT
Before I blow RFP I'd check and see if A is potentially ready and going to make it fairly within 25 sec. if not, I'd delay my RFP (e.g. QB running to the sideline to get the info from coach) unless of course inside 2 min, but more than 1 min in 2nd / 4th q. then I start the clock as soon as player leaves the field. In any case I'd inform A's QB about the situation.
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Post by PeteThom on Jun 9, 2016 19:54:10 GMT
Tell A to tighten their chin straps
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Post by Bryan Currie on Jun 10, 2016 13:20:37 GMT
Whilst the rule specifies a 25 sec play clock, in this instance when R signals the RFP it seems unnecessarily harsh to penalize A with less play clock time if their actions really haven't impacted the game clock or play clock sequences. I'd give A the benefit of the full (but shortened) 40 sec play clock. Of course if this scenario had've occurred during the last minute of a half I'd do the same but give B the choice of the 10 sec game clock run off in the usual way for the stoppage which might have provided some advantage to A.
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Post by Bill LeMonnier on Jun 10, 2016 13:50:42 GMT
When it's recognized the helmet is off... the game clock is shut down. The player goes out and that team is given reasonable time to substitute. There's no rush to start the game clock or the 25" clock. If you do that and now Team A gets a delay of game, it's on them. I'm all for moving the game clock along as efficiently as possible but just because that player starts to leave is not when we automatically start the clock... Manage the situation and avoid a game interruption foul that now actually slows the game down.
Agree with Bryan on the potential 10-second runoff in the last minute of a half. Also like Pete's thought on tighten the chin straps... that's the main reason the rule change came in a few years back... too many players had loose fitting helmets and they were allowed then to stay in the game after it came off. For two years in the NCAA we had to record the helmet off situations and turn in a game count with our penalty report... We had 7-20 helmet off situations a game... then the rule came in about mandatory leaving the game... amazing how fewer situations we have now, simply because the chin straps and helmet fitting is being addressed.
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Post by Kim Larsen on Jun 10, 2016 17:56:16 GMT
Whilst the rule specifies a 25 sec play clock, in this instance when R signals the RFP it seems unnecessarily harsh to penalize A with less play clock time if their actions really haven't impacted the game clock or play clock sequences. I'd give A the benefit of the full (but shortened) 40 sec play clock. Of course if this scenario had've occurred during the last minute of a half I'd do the same but give B the choice of the 10 sec game clock run off in the usual way for the stoppage which might have provided some advantage to A. I'd rather delay the ready for play signal and use 25 second play clock, as the reason for 25 seconds on offense and 40 seconds on defense injuries/helmets off is that team A shall not be able to let 40 seconds run off the game clock if it's "their fault", but if it's team B then team A shall be given the opportunity to use 40 seconds of the game clock. By delaying the ready, team A still gets about 40 seconds total, but can only run 25 seconds off the game clock.
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Post by Bill LeMonnier on Jun 10, 2016 18:18:15 GMT
Whilst the rule specifies a 25 sec play clock, in this instance when R signals the RFP it seems unnecessarily harsh to penalize A with less play clock time if their actions really haven't impacted the game clock or play clock sequences. I'd give A the benefit of the full (but shortened) 40 sec play clock. Of course if this scenario had've occurred during the last minute of a half I'd do the same but give B the choice of the 10 sec game clock run off in the usual way for the stoppage which might have provided some advantage to A. I'd rather delay the ready for play signal and use 25 second play clock, as the reason for 25 seconds on offense and 40 seconds on defense injuries/helmets off is that team A shall not be able to let 40 seconds run off the game clock if it's "their fault", but if it's team B then team A shall be given the opportunity to use 40 seconds of the game clock. By delaying the ready, team A still gets about 40 seconds total, but can only run 25 seconds off the game clock. Agree totally... you will use a NEW 25-second clock.
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Post by Kim Larsen on Jun 10, 2016 23:30:42 GMT
And especially with visible play clocks we can't put the wrong one up there, and we can't give them extra time in the end of the countdown, so if we want to give them a little extra time so they have about 40 seconds in total, our only option is to delay the ready a bit.
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