Rule 4 — Game Timing
Section 1 — Periods, Intermissions, Halftime
Article 1 — Length of Game
The length of the game is 60 minutes, divided into four periods of 15 minutes each. In the event the score is tied at the end of four periods in a regular season or postseason game, the game is extended by an overtime as prescribed in Rule 16.
Article 2 — Intermissions
There will be intervals of at least two minutes between the first and second periods (first half) and between the third and fourth periods (second half). During these intermissions all playing rules continue in force, and no representative of either team shall enter the field unless he is an incoming substitute, or a team attendant or trainer, entering to see to the welfare of a player. The head coach may enter the field to check on the welfare of a player who is injured, but no assistant coach may enter the field.
Penalty: For illegally entering the field: Loss of 15 yards from the succeeding spot.
Article 3 — Halftime
Between the second and third periods, there shall be an intermission of 13 minutes, except in instances where television broadcasting requirements necessitate an extension of up to fifteen (15) minutes. In the case of the Championship Game, the League shall possess the discretionary authority to extend the duration of the halftime period as deemed appropriate. During this intermission, play is suspended, and teams may leave the field. The Field Judge will time halftime.
Article 4 — Official Time
The stadium electric clock shall be the official time. The game clock operator shall start and stop the clock upon the signal of any official in accordance with the rules. The Field Judge shall supervise the timing of the game.
Section 2 — Starting a Period or Half
Article 1 — Kickoff on Schedule
Both teams must be on the field to kick off at the scheduled time for the start of each half. Prior to the start of the game, both teams are required to appear on the field at least 10 minutes prior to the scheduled kickoff.
Penalties:
- (a) For delaying the start of a half: Loss of 15 yards from the spot of the kickoff.
- (b) For failure to appear on the field at least 10 minutes prior to the scheduled kickoff of the first half: Loss of the coin-toss option for both halves and overtime, and loss of 15 yards from the spot of the kickoff for the first half.
Article 2 — Toss of Coin
Not more than three minutes before the kickoff of the first half, the Referee, in the presence of both team's captains (limit of six per team, active, inactive or honorary) shall toss a coin at the center of the field. Prior to the Referee's toss, the call of "heads" or "tails" must be made by the captain of the visiting team. Unless the winner of the toss defers his choice to the second half, he must choose one of two privileges, and the loser is given the other. The two privileges are:
- (a) The opportunity to receive the kickoff, or to kick off; or
- (b) The choice of goal his team will defend.
Penalty: For failure to comply: Loss of coin-toss option for both halves and overtime, and loss of 15 yards from the spot of the kickoff for the first half.
Article 3 — Change of Goals
At the end of the first and third periods, the teams must change goals. Team possession, the number of the succeeding down, the relative position of the ball on the field of play, and the line to gain remain the same.
Section 3 — Starting the Game Clock
Article 1 — Free Kick Down
The game clock operator shall start the game clock (time in) after a free kick when the ball is legally touched in the field of play.
The game clock shall not start if:
- (a) the receiving team touches or recovers the ball in the end zone and does not carry the ball into the field of play;
- (b) the kicking team recovers the ball in the field of play (prior to any other legal touching); or
- (c) the receiving team signals for and makes a fair catch.
Article 2 — Scrimmage Down
Following any timeout, the game clock shall be started on a scrimmage down when the ball is next snapped, except in specified situations including: whenever a runner goes out of bounds on a play from scrimmage; after an injury timeout prior to the two-minute warning; after a Referee's timeout; and others as specified.
Article 3 — Fair Catch Kick Down
The game clock operator shall start the game clock for a fair catch kick down when the ball is kicked.
Section 4 — Stopping the Game Clock
The game clock operator shall stop the game clock upon a signal by any official or upon the operator's own positive knowledge:
- (a) at the end of a down in which there is a free kick or fair catch kick;
- (b) when the kicking team recovers a scrimmage kick beyond the line of scrimmage;
- (c) when the ball is out of bounds;
- (d) when the ball is dead on or behind a goal line;
- (e) at the end of a down during which a foul occurs;
- (f) when a forward pass is incomplete;
- (g) at the time of a foul for which the ball remains dead or is dead immediately;
- (h) when the Referee signals the two-minute warning for a half;
- (i) when a down is completed during which or after there is a change of possession; or
- (j) when any official signals a timeout for any other reason.
Section 5 — Timeouts
Article 1 — Charged Team Timeouts
Item 1. Three Timeouts Allowed. A team is allowed three charged team timeouts during each half.
Item 2. Length of Timeouts. Charged team timeouts shall be two minutes in length unless the timeout is not used by television for a commercial break. Timeouts shall be 30 seconds in length when the designated number of television commercials have been exhausted in a quarter, if it is a second charged team timeout in the same dead ball period, or when the Referee so indicates.
Item 3. Consecutive Team Timeouts. Each team may be granted a charged team timeout during the same dead ball period, but a second charged team timeout by either team during the same dead ball period is prohibited.
Penalty: For when a team requests a second timeout during the same dead ball period, or a timeout after exhausting its three timeouts during a half: Loss of five yards for delay of game and the timeout is charged.
Item 4. Unsportsmanlike Conduct. An attempt to call an excess team timeout, or to call a second timeout in the same dead ball period, by Team B in an attempt to "freeze" a kicker, shall be ignored and is unsportsmanlike conduct even if inadvertently granted.
Article 2 — Injury Timeouts
If an official determines a player to be injured, or if attendants from the bench come on the field to assist an injured player, an injury timeout will be called by the Referee.
Article 3 — Injury Timeouts Prior to Two-Minute Warning of Either Half
When an injury timeout is called, the injured player must leave the game for the completion of one down. The player will be permitted to remain in the game if: (a) either team calls a charged team timeout; (b) the injury is the result of a foul by an opponent; or (c) the period ends or the two-minute warning occurs before the next snap.
Article 4 — Injury Timeouts After Two-Minute Warning of Either Half
After the two-minute warning of a half: (a) If a team has not used its three charged team timeouts, the team of the injured player will be charged a team timeout, with exceptions; (b) If a team has used its three charged team timeouts, an excess team timeout shall be called; (c) The player must leave the game for the completion of one down, with exceptions.
Penalty: For the second and each subsequent excess team timeout after the two-minute warning: Loss of five yards from the succeeding spot for delay of the game.
Article 5 — Referee's Timeout
The Referee may suspend play and stop the clock without penalty to either team when playing time is being consumed because of an unintentional delay. Such situations include, but are not limited to: possibility of a measurement for a first down; undue pileup on the runner; undue delay by officials in spotting the ball; injury to an official or member of the chain crew; officials' conference; or repairing or replacing game equipment.
Section 6 — Delay of Game
Article 1 — 40-Second Play Clock
It is a delay of the game if the ball is not put in play by a snap within 40 seconds after the start of the play clock. The 40-second interval starts when a play ends.
Article 2 — 25-Second Play Clock
In the event of certain administrative stoppages or other delays, a team will have 25 seconds, beginning with the Referee's whistle, to put the ball in play. Such stoppages include: a change of possession; a charged team timeout; the two-minute warning; the expiration of a period; a penalty enforcement; and others.
Article 3 — Interruption of Play Clock
If the play clock is stopped prior to the snap for any reason, after the stoppage has concluded, the time remaining on the play clock shall be the same as when it stopped, with specified exceptions.
Article 4 — Ball Remains Dead
If the ball is not put in play within the applicable period, the Back Judge shall blow his whistle for the foul, and the ball remains dead.
Article 5 — Other Delay of Game Fouls
Other examples of delay of the game include, but are not limited to: a player unnecessarily remaining on a dead ball; undue delay by either team in assembling after a timeout; spiking or throwing the ball in the field of play after a down has ended, except after a score; and others.
Penalty: For delay of the game: Loss of five yards.
Section 7 — Actions That Conserve Time
Article 1 — Illegal Acts
A team is not permitted to conserve time after the two-minute warning of either half by committing any of these acts: a foul by either team that stops the clock; intentional grounding; an illegal forward pass; throwing a backward pass out of bounds; spiking or throwing the ball in the field of play after a down has ended; or illegally batting or kicking the ball out of bounds.
Penalty: For illegally conserving time: Loss of five yards unless a larger distance penalty is applicable.
Item 1. Actions by the Offense. Officials will run off 10 seconds from the game clock and reset the play clock to 30 seconds.
Item 2. Actions by the Defense. The play clock will be reset to 40 seconds, and the game clock will start on the ready signal.
Article 2 — Substitution Violation After Two-Minute Warning
After the two-minute warning, if there is a violation of the substitution rule while the ball is dead and time is in, there will be a 10-second runoff in addition to the applicable yardage penalty.
Article 3 — Defensive Fouls or Injuries During Last 40 Seconds
In the last 40 seconds of either half, if there is a defensive foul that conserves time or an excess timeout due to injury to a defensive player while time is in, the half will end, unless the defense has timeouts remaining or the offense chooses otherwise.
Section 8 — Extension of a Period or a Half
Article 1 — Ball in Play
If time expires at the end of any period while the ball is in play, the period continues until the down ends.
Article 2 — Period Extended
A period may be extended for one untimed down if certain conditions occur during a down during which time expires, including: a live ball foul by the defensive team that is accepted; a touchdown on the last play requiring a Try; fair catch interference; or a double foul.