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Special Situations Considerations

I. Clock Rules

A. The Clock Stops and Stays Stopped Until the Next Snap:

1. On an incomplete pass;
2. When a ball carrier goes out-of-bounds;
3. After a play resulting in a penalty also ends with a result that would
otherwise stop the clock, or if the offended team in the last two minutes requests that the clock remain
stopped.
4. After a play resulting in a change of possession;
5. After a team calls, and an official grants, a time-out;
6. After a Fair Catch of a kick;
7. After the conclusion of a play including a legal kick; or,
8. After a score or a touchback.

B. The Clock Stops, but Restarts on the Referee’s Ready to Play Whistle:

1. After a play resulting in a first down;


2. After a play resulting in a penalty that ends without stopping the
clock; or,
3. An officials timeout for equipment or conference (if the clock was
previously running;

II. Kicking Game Considerations

A. Kick-Off / Kick Return:

1. Types of Kicks:
- Place Kick or Drop Kick.
- May Punt after a Safety.
- No “Pop-Up” onsides (kicking ball directly into the ground to
create a pop-up)
- Deep middle
- Coffin corner
- Squibs
- Placed kicks from the hash marks
- Mortar kicks
- Onside kicks
- Surprise
- Super Onsides
- Two kickers
- Muffed kick (does not advance ten yards)

2. Timing Rules:
- The clock starts when the receiving team touches the ball.
2. Alignment:
- No more than six players may align on one side of the ball.
- Only the Kicker may have any part of his body more than
five yards behind the ball.
- Receiving team must be at least 10 yards from the ball, but
may advance past this line once the ball is kicked.
3. Live Ball:
- If it hits the ground after travelling more than ten yards.
- KICKING TEAM CANNOT CATCH THE BALL IN THE AIR!
4. Dead Ball:
- A kick that reaches the Endzone is an automatic touchback.
- NEVER ASSUME the TOUCHBACK (PLAY TO WHISTLE).
5. Rules affecting Returners:
- Any returner may call a fair catch (play is dead on the catch).
- Only the returner calling a fair catch gets the protections, but
the play is dead if another player fields it.
- No defender can interfere with a player attempting to field a
Kick.
- If momentum in catching a kick carries you into the end
zone, the returner does not need to bring it out.
6. Yard Lines:
- Kick-Offs to begin the Game, Second Half, or following a
Score: 40 Yard Line
- Kick-Offs following a Safety: 20 Yard Line
- Penalties may affect either.
7. Kicks Out-of-Bounds:
- Returning team has a choice:
i. Take possession 25 yds from the free kick line or at
the out-of-bounds spot +5, whichever is closer; or,
Ii. Force a re-kick after the kicking team is assessed a
five yard penalty.

IF BALL IS GOING OUT OF BOUNDS, DO NOT FIELD IT!

B. Punt / Punt Return

1. Punter is Protected from Contact Unless:


- Defending Team blocks the kick and the contact is
unavoidable;
- Punter moves in such a way that makes contact unavoidable
since it is impossible to be reasonably certain of a kick
(Scrambling after a mishandled snap, for example).
2. Snapper is Protected:
- If the receiver is six (6) or more yards behind LOS; and,
- Snapper is protected until he is able to get his head up.
3. Blocked Kicks Behind the Line of Scrimmage:
- Kicking Team may recover and advance; or,
- Returning Team may recover and advance.
4. Blocked Kicks that Pass the LOS:
- Only the Returning Team may recover and advance.
5. Illegal Touch by Kicking Team:
- If the kicking team touches the ball past the Neutral Zone,
the Returning Team may take it at the spot of the first touch, or accept the result of the ensuing
play.

IF YOU DOWN A KICK, HAND IT TO THE REF!

IF YOUR OPPONENT ATTEMPTS TO DOWN A KICK BUT DOES NOT HAND IT TO THE REF,
YOU MAY ATTEMPT TO RETURN IT WITHOUT RISK.

6. Dead Ball:
- A kick that reaches the End Zone is an automatic touchback.
- NEVER ASSUME the TOUCHBACK (PLAY TO WHISTLE).
7. Rules affecting Returners:
- Any returner may call a fair catch (play is dead on the catch).
- Only the returner calling a fair catch gets the protections, but
the play is dead if another player fields it.
- No defender can interfere with a player attempting to field a
Kick.
8. Eligible receivers
- Formations
- Must have at least seven on the LOS
- Backfield
- Any jersey number during special teams play
9. Opponent Returns / Blocks
- Number of deep punter returners determines the threat of
the potential punt rush. Thus, the potential of a punt rush
should be a considering factor in the punt protection
scheme/tactic/technique.

C. Field Goals / Field Goal Defense

1. Kicker is Protected from Contact Unless:


- Defending Team blocks the kick and the contact is
unavoidable;
2. Snapper is Protected:
- If the receiver is six (6) or more yards behind LOS; (which is
why a right handed receiver/holder should tee the ball for the
place kicker in front of the holder’s left down knee, right foot
planted toward the LOS to offer additional protected space
for the attempted kick, plus offer a potential quick reverse out
escape from the Rush in the event of an off target snap)
- Snapper is protected until he is able to get his head up.
3. Blocked Kicks Behind the Line of Scrimmage:
- Kicking Team may recover and advance; or,
- Returning Team may recover and advance.
4. Blocked Kicks that Pass the LOS:
- Only the Returning Team may recover and advance.

DEFENSE SHOULD NEVER ATTEMPT TO FIELD A


BLOCKED KICK THAT CROSSES THE LINE OF SCRIMMAGE!

5. Touchbacks:
- If a kick reaches the Endzone, it is a touchback. (Which is an
important strategic consideration, failed FG that reaches the end zone is just as good as a punt
that reaches the end, but the FG has a 3pt upside potential)
6. Kicks Short of the Endzone:
- If a kick does not reach the endzone, the defense can return
it like a punt.

KICKERS MUST CALL OUT “COVER” ON ANY KICK THAT


APPEARS TO BE SHORT OF THE END ZONE.

7 Additional Considerations
- Hash marks
- Field position
- Wind

D. PAT Kicks

1. Differences from Field Goals:


- If the kick is blocked and lands in the field of play, the kick is
NO GOOD, and the play is dead.
2. Offsides penalty can change the situation in the offensive unit’s
Favor.
3. Muddle huddles, Swinging gate, other trick plays.

III. Two-Point Conversions

A. Offensive Considerations:

1. Offense can position the ball anywhere between the hashes;


2. Penalties are deadly -- Makes a 2 Points very unlikely
3. Only the Offense can Score -- It is a no risk play:
- Never get tackled holding the ball, use laterals.

B. Defensive Considerations:

1. Scouting Report is Imperative: Goal-Line and 2PT Tendencies;


2. Anticipate Pick-Plays by Receivers, and Backs into the Flats; and,
spotpass, i.e. Pylon locations
3. Penalty is half-the-distance: PI > TD

IV. Overtime(s)

A. Procedure:

1. Coin-Flip: If we win, we defend! (Unless extreme weather


conditions are a factor)
2. Alternating Possessions: Each Team gets 1st and 10 at +20.
3. If Score is Tied after both possessions → Switch order and
repeat.
4. A turnover ends your series.

B. Important Considerations:

1. Offensive Penalties are more costly than Defensive Penalties.


- D Penalties are Half the Distance
- O Penalties create long yardage situations / Eliminate FG
2. Turnovers Eliminate Your Chance to Score.
3. If opponent scores TD first, then we will go for it on 4th Down.
4. If we score TD first, Opponent will go for it on 4th Down.

V. End of Half Considerations

A. Two-Minute Situation on Offense

1. Aggressiveness determined by the following:


- Field Position;
- Score;
- Ability of Opponent to use TOs to get ball; and,
- Who has the ball to start 2nd Half.
2. Time Considerations:
- Get out of bounds to stop the clock;
- If you get a First Down under 10, and will not score,
go down!
- If it is the last play of the half, and you can lateral to a
teammate, then do so.
3. Spike Play -- Only Under 30 w/ No Timeouts (best used to get the
field goal unit or other last play of game attempt) onto the
field before time expires
- QB Calls SPIKE SPIKE SPIKE
- All Receivers on the LOS, No Illegal Formations;
- QB must be Under Center -- Remind Him; and,
- QB Calls “Ready” and “Set” before the whistle, and “Go” as
soon as Center is on the ball after the whistle.
- Intentional incomplete pass, thrown right into the ground.

B. Two-Minute Situation on Defense

1. Know the mindset of your opponent.


- Aggressiveness Factors
- Who do they want to have the ball?
- How do they like to move the ball?
- TRICK PLAY ALERT!
2. Time Considerations:
- Try to keep the ball-carrier in-bounds.
- Get up slowly from Piles.

C. Punt Defense if the Opponent is Backed Up (Fair Catch → Free Kick)

1. Use Extra Returners -- MUST FAIR CATCH


2. Kick Off Team w/ FG Kicker and Holder -- Free Kick FG.

D. “Patriots” (Victory Formation -- “Hide the Midget”)

VI. Late Game Situations (Tempo)

A. Winning on Offense -- Know What We Need!

1. Can we Take-a-Knee in Victory Formation?

Opponent TO’s 3 2 1 0

Take-a-Knee 0:08 0:45 1:25 2:05

2. Can we QB Sweep/Slide?

Opponent TO’s 3 2 1 0

Q Sweep Slide 0:20 0:55 1:42 2:20

3. Need a First Down or Multiple First Downs.


- Relax until QB Calls “Ready”
- No Snap until under 5 seconds on Play-Clock
- Ball Security Emphasis
- Stay in Bounds
- Get-Up Slowly.
4. If you get a First Down, or Get Possession of the Football at a time
when the opponent has no ability to get the ball back, GET DOWN
NOW!
5. Punting w/ the Lead
- Up by 3 or More -- Potential Safety Play --
Use Time, Exit Before Contact.
- Protection Emphasis!
6. Taking a safety. Giving up 2 pts to prevent the possibility of giving
up 3 pts or more.
- Must be in the lead by 3 pts or more
- Must have confidence in your kickoff cover team
- Takes pressure off of your punt unit
- Very special consideration for late close game strategy

B. Winning on Defense

1. Know what the Opponent Needs:


- If up 4 -- They Need a TD -- They will go on 4th
- If up 3 or Less -- They will go on 4th until they can/must kick.
2. Time Considerations:
- Tackle ball carriers in bounds, if possible;
- Get-up slowly; and,
3. Penalty Awareness
- Pass Interference > TD Pass
4. Hail Mary Defense -- Knock It Down!
5. GET DOWN after Recovering a Fumble or Intercepting a Pass!
6. Alert Screens and Tricks, especially early in a Drive or out of a TO.

C. Trailing on Offense:

1. Time Is Valuable
- Align as fast as possible -- Echo Calls if necessary;
- Get out of bounds (if safe, you may lateral out of bounds)
- Get set fast on a first down, the clock will start on whistle
2. Spike Play -- Only Under 30 w/ No Timeouts
- QB Calls SPIKE SPIKE SPIKE
- All Receivers on the LOS, No Illegal Formations;
- QB must be Under Center -- Remind Him; and,
- QB Calls “Ready” and “Set” before the whistle, and “Go” as
soon as Center is on the ball after the whistle.
3. If down by three or less: FG PERSONNEL BE AT THE EDGE OF
THE BOX!
4. Last Play -- Do not get tackled in-bounds with the ball

D. Trailing On Defense

1. Time Considerations:
- Get up quickly
- If ball is on the ground, hand to the Officials
- Try to force a player out of bounds
2. GET THE BALL!
- We must get the ball back -- A Forced TO will win the Game
3. Avoid Penalties -- Watch the Ball, Especially in Short Yardage

Two-Point Conversion Considerations -- Fourth Quarter

Score Two-Point Try? Reasoning

-18 Yes Get to potential two-score game.


-17 No -- Kick! PAT makes it a two-score game.

-16 Yes Need two more scores either way -- Back on Schedule

-15 Yes Best Odds to Win/Tie

-14 Yes Best Odds to Win/Tie

-13 No -- Kick!

-12 Yes or No Will you Kick FG to Tie/Win?

-11 Yes or No Will you Kick FG to Tie/Win?

-10 Yes Get to potential one-score game.

-9 No -- Kick! Get to potential one-score game.

-8 No -- Kick! Get on Schedule

-7 No -- Kick! Get on Schedule to Win

-6 Yes Especially if they may Kick FG

-5 Yes FG Ties

-4 Yes FG Wins

-3 No -- Kick! FG Wins

-2 Yes Tie the Game

-1 No -- Kick! Unless you are the underdog, and it wins the game!

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