Hubbry Logo
search
logo

Clock management

logo
Community Hub0 Subscribers
Write something...
Be the first to start a discussion here.
Be the first to start a discussion here.
See all
Clock management

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.

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:

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 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.

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:

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 (and, since 2024, college football; come 2025, Texas high school football) 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.

See all
User Avatar
No comments yet.