Designed by Jay Myers

American Football (AF) is under attack because of the risk of injuries, especially brain concussions and chronic traumatic encephalopathy (CTE), due to contact that is fundamental to the sport. Legislative action, lawsuits, or public pressure on sponsors of AF broadcasts could find AF facing a demand for sudden, drastic changes – or even a sudden shutdown.

Sudden, drastic changes might result in a flawed game that today’s fans would not watch. And if AF faced a sudden shutdown, what would replace it? Rugby? Probably not, because rugby is so much like AF – the same forces that prevailed against AF would also prevail against rugby. Soccer? Probably not, because soccer is so little like AF – the forces that prevailed against AF would accept soccer, but large numbers of today’s AF fans would not watch it. 

Flag football? Flag gives players a close approximation of the experience of tackle, so flag is a popular game. There are well-organized men’s, women’s, and coed leagues throughout the United States. Flag football is also well-established as an intramural sport and as a training sport for boys and young men who eventually will play tackle. But I believe that a replacement for tackle would need to generate a higher level of fan excitement to make up for the loss of contact. 

I have designed Clermont Rules Football (CRF) as an alternative replacement. CRF is played with the same ball and on the same field as AF. CRF has downs and touchdowns, and the passing and kicking games of CRF resemble those of AF.

Key Concepts of CRF.
*  Tackling is forbidden, and there is no artificial substitute for tackling – as there is in flag football.
*  Contact blocking is forbidden, but screening – as in basketball – is permitted. Opposing players may rush a passer or kicker to attempt to block a pass or kick, but they may not break through a screen.
*  A player may advance the ball beyond the line of scrimmage by passing and kicking. But in only one case may a player run the ball across the line. According to the Breakaway Rule, a player in possession of the ball may run across the line in an attempt to reach the goal line before any opposing player. If he succeeds, he scores a breakaway touchdown, which is worth 9 points. If he fails, his team is penalized.
*  As in rugby, a player may kick the ball to a teammate for gain. The teammate may capture the kicked ball even if no opposing player touches it, and even if the ball touches the ground. And as in rugby, a player may capture his own kick.
*  To prevent a player in possession of the ball from holding the ball behind the line of scrimmage indefinitely, he is forbidden to stand still or walk. And, according to the Six-Step Rule, he may take no more than six running steps unless he uses the Breakaway Rule.
*  The Three-Transfer Rule permits players behind the line of scrimmage to engage in basketball-like maneuvers, trying to get open so that they can pass or kick for gain, and giving downfield players time to get open for passes and kicks. According to this rule, the players behind the line may throw or hand off the ball to one another three times. In each case, the possessor of the ball is subject to the Six-Step Rule. 
*  The Chain Rule permits the team with the ball to continue a down when one of that team’s players catches or intercepts a pass or captures or intercepts a kick. That player is immediately subject to the Six-Step Rule, so play is continuous, and his team is subject to the Three-Transfer Rule.
*  As in the Rugby League form of rugby, a team has a series of six downs in which to score; a team cannot earn a first down by advancing the ball.

Advantages of CRF.
In my view, CRF would generate more fan excitement than tackle or flag.
*  CRF would be a more open game because a team could kick the ball for gain, and – as in some forms of flag – all players would be eligible pass receivers.  
*  The Chain Rule would generate non-stop action not seen in tackle or flag.
*  The Breakaway Rule would generate exciting “go-for-broke” foot races for the goal line.
*  The Three-Transfer Rule would give plays more time to develop.
*  The team with the ball could manage the lateral placement of the ball to advantage. A down could begin as close as 1 yard from a sideline.
*  There would be fewer delays, breaks in the action, and clock stoppages. A team responsible for a ball going out of bounds would incur a penalty, and the clock would not stop. Players and coaches could not call time out. The clock would continue to run after an incomplete pass. There would be no measurements. There would be no instant replay.
*  A team would have four ways to score by kicking.

The Description.
What follows is a description of CRF for games played by grown men – and, for that reason, I use masculine pronouns throughout.  Leagues for women, boys, and girls may standardize on a smaller ball to allow for differences in hand size and the ability to pass and kick for distance.

Leagues may also standardize on a shorter field. For example, a league might standardize on the equivalent of an 80-yard field by assessing an automatic “20-yard penalty” when the ball is advanced beyond the 50-yard line. Leagues for boys and girls may decrease the number of minutes in a quarter; and they may allow tie games, rather than playing overtime.

CONTENTS
Equipment                            
*  The Ball                              
*  The Uniform                       
*  Officials’ Equipment           
Field                                      
*  Goal Posts                         
*  Lateral Lines                      
*  Sidelines                            
*  Edges                                 
*  Boxes                                 
Players                          
*  Number of Players           
*  Substitution                       
Officials                              
Terms of Play                   
*  Scoring                                
*  Downs                                
*  Lines of Scrimmage         
*  Throws                               
*  Catching and Intercepting a Pass                                    
*  Kicks                                  
*  Capturing and Intercepting a Kick              
Blocks and Deflections                    
*  Limits on Obstruction      
*  Screening                           
*  Extension 
*  Out of Bounds
*  Box of Catch, Capture, or Interception (CCOI)                     
*  Spots                           
Action                                   
*  The Initial SD                      
*  Initiating a Down                
*  The Countdown                  
*  The Six-Step Rule              
*  Disposing of the Ball          
*  The Three-Transfer Rule    
*  Offensive Gains                                 
*  Incomplete Toss or Pass
*  Defensive Gains 
*  The Chain Rule – Line of Scrimmage
*  The Chain Rule – Action
*  The Chain Rule – Downs     
*  The Breakaway Rule          
*  Kicking for Points               
*  Conversion Downs             
Clock                                     
*  Length of Game                     
*  Time Between Downs           
*  Overtime and Ties                 
*  Stopping the Clock                
*  Restarting                              
*  End-of-Quarter Situations      
Penalties                               
*  Assessments – Violations by the Offense       
*  Assessments – Violations by the Defense 

EQUIPMENT
The ball used in Clermont Rules Football (CRF) is a standard American Football (AF) ball.

The Uniform. Players may wear:
*  uniforms and shoes like those used in rugby and soccer.
*  protective equipment such as shin guards, knee pads, and mouthpieces.
*  bandages, braces, wraps, etc., to protect wounds, prevent re-injury, etc.

Officials’ Equipment.
*  The officials use whistles to control play.
*  The officials use flags like those of penalty flags in AF. But in CRF, there are four colors of flags:
     (1)  A red flag marks a box (see Boxes and Box of Catch, Capture, or Interception (CCOI)), below. 
     (2)  A white flag marks a spot of a violation committed by the defense. (see Spots, below).
     (3)  A black flag marks a spot of a violation committed by the offense.
     (4)  A yellow flag marks a spot of release.
*  An official throws a red flag into the appropriate box.
*  An official throws a white, black, or yellow flag at or near the appropriate spot.     
*  The official uses the location of a white, black, or yellow flag as a guide. He may spot the ball wherever he wishes.

FIELD
The field is a standard AF field.

Goal Posts.
*  On a field designed for CRF, the location, width, and design of the goal posts are the same as those on fields designed for professional AF.
*  When CRF is to be played on a field designed for high school or college play, the goal posts on that field are acceptable.  

Lateral Lines. 
*  Lateral lines are stripes drawn across the field from sideline to sideline:
     (1)  end lines
     (2)  goal lines
     (3)  yard lines 
*  Lateral lines are designated as in the following examples, where:
     (1)  “D” indicates a line on the defensive part of the field, and
     (2)  “O,” indicates a line on the offensive part.
     Defensive end line: DN 
     Defensive goal line: DG
     Defensive 5-yard line: D5
     Defensive 10-yard line: D10
     50-yard line: 50
     Offensive 10-yard line: O10
     Offensive 5-yard line: O5
     Offensive goal line: OG
     Offensive end line: ON
*  A description of a change of possession uses a designation that applied before the change. So, for example, “the defense takes over the ball on the D30” means “the defense takes over the ball on what had been the D30 and is now the O30.”

Sidelines.
*  The left sideline –  the sideline on the left of a player facing the DN – is designated LS.
*  The right sideline –  the sideline on the right of a player facing the DN – is designated RS.

Edges.

 The offensive edge (OE) of a lateral line is the edge on the offensive side of the line.
*  The field edge (FE) of a sideline is the edge facing toward the field of play.
*  The defensive edge (DE) of a lateral line is the edge on the defensive side of the line.
*  The away edge (AE) of a sideline is the edge facing away from the field of play.

Boxes. 
Every line except the DN has a corresponding box, bound by the OE’s of two lateral lines and the FE’s of the sidelines. For example,
*  Defensive goal line box (DG box):  DG, LS, DN, RS
*  Defensive 5-yard line box (D5 box):  D5, LS, DG, RS
*  Defensive 45-yard line box (D45 box):  D45, LS, D40, RS 
*  50-yard line box (50 box):  50, LS, D45, RS
*  Offensive 45-yard line box (O45 box):  O45, LS, 50, RS
*  Offensive 5-yard line box (O5 box):  O5, LS, O10, RS
*  Offensive goal line box (OG box):  OG, LS, O5, RS
*  Offensive end line box (ON box):  ON, LS, OG, RS

PLAYERS
Number of Players.
*  There are nine players on a side.
*  A team may dress no more than 21 players for a game.
*  The names of the offensive positions are based on the formation shown in Figure 2. This is not a required formation. There is no required formation in CRF.
*  The names of the defensive positions are based on the man-to-man coverage shown in Figure 2. This coverage is not required. There is no required coverage in CRF.

Substitution.
Both teams may substitute without limit after:

*  a down three ends, or
*  the ball changes hands.

OFFICIALS
There are six officials: one referee, one backfield judge, one line judge, and three downfield judges.
*  The referee has authority over the other officials.
*  Decisions of the referee are final.
     (1)  There is no instant replay.
     (2)  Players and officials have an equal obligation to ensure that officials can see critical elements of plays. Thus, for example, throwing a pass such that no official has a clear view of what may or may not be a catch may be as much a matter of poor play as poor officiating.

TERMS OF PLAY
Scoring.
Teams may score as follows:
*  Breakaway touchdown (see The Breakaway Rule, below), 9 points.
*  Touchdown (see Offensive Gains and Defensive Gains, below), 6 points.
*  Field goal, (see Kicking for Points, below), 3 points.
*  Conversion (see Conversion Downs, below), 2 points.
*  Single (see Kicking for Points, below), 1 point.

Downs.
*  The offense has six downs to advance the ball. Those downs are called “down one,” “down two,” “down three,” etc.
*  The offense cannot earn another down one during a series of six downs.
*  The offense loses possession of the ball if it fails to score by the end of its down six.
*  A conversion play is also a down – called  “down conversion” (see Conversion Downs, below).
*  A down may begin on a yard line only. That is, unlike in AF, a down may not begin between yard lines.
*  A down may not begin on the OG or DG. So if, according to certain rules below, a down would begin on the OG or DG, the Add-Five Rule applies: 
     (1)  If the down would begin on the DG, it begins instead on the D5.
     (2)  If the down would begin on the OG, it begins instead on the O5.
*  A down may not begin closer than 1 yard from an FE.  
*  A down one through six ends when:
     (1)  a team scores,
     (2)  a player throws an incomplete toss or pass (see Throws, below).
     (3)  the ball goes out of bounds, or
     (4)  an official ends the down.






Lines of Scrimmage.
*  There are two lines of scrimmage:
     (1)  The offensive line of scrimmage (OLOS) is the OE of the yard line.
     (2)  The defensive line of scrimmage (DLOS) is the DE of the yard line.
*  At the beginning of a down,
     (1)  the long dimension of the ball is at rest perpendicular to the yard line, and
     (2)  the end of the ball on the defensive side is directly over the OE.

Throws.
*  There are two kinds of throws: tosses and passes.
*  A toss is a throw that:
     (1)  is caught or intercepted by a player who is behind the OLOS, or
     (2)  strikes the ground behind the OLOS.
*  A player may toss the ball in any direction – toward, parallel to, or away from the OLOS.
*  A pass is a throw that:
     (1)  is caught or intercepted by a player who is beyond the OLOS, or
     (2)  strikes the ground beyond the OLOS.
*  A player may spike the ball or “throw the ball away.”
     (1)  Spiking the ball is equivalent to throwing an incomplete toss.
     (2)  Throwing the ball away is equivalent to throwing an incomplete toss or pass

Catching and Intercepting a Pass.
*  An offensive player catches a pass if: 
     (1)  he is in full possession of the ball before any part of the ball touches the ground, and
     (2)  he is at least two boxes beyond the OLOS (see Box of Catch, Capture, or Interception (CCOI), below). This is the Two-Box Rule.
*  He makes an improper catch if he is in the first box beyond the OLOS. An improper catch is considered improper downfield play, and brings a penalty (see Penalties, below).
*  A defensive player may intercept a toss or pass in any box. (NOTE: Saying “in any box” is equivalent to saying “anywhere in bounds.”)

Kicks.
*  A kick is a punt, a place kick, or a drop kick.
*  All three kinds of kicks are equivalent. Thus, for example, a player may punt, place kick, or drop kick a field goal.

Capturing and Intercepting a Kick.
*  An offensive player captures a kick if:
     (1)  he catches, picks up, or falls on the ball, and
     (2)  he is at least two boxes beyond the OLOS.
*  Any offensive player, including the kicker, may capture a kick regardless of whether:
     (1)  any other player – defensive or offensive – touches it first, and
     (2)  the ball touches the ground first.
*  He makes an improper capture if he is not two boxes beyond the OLOS.
     (1)  If he is behind the OLOS, he has engaged in improper backfield play, and his team is penalized.
     (2)  If he is in the first box beyond the OLOS, he has engaged in improper downfield play, and his team is penalized.
*  A defensive player may intercept a kick in any box.

Blocks and Deflections.

*  Neither an offensive nor a defensive player may deflect the ball deliberately to a teammate.

*  However, a defensive player may block or bat down a toss, pass, or kick.
*  A player may not kick a kicked or thrown ball, engaging in soccer-style play.

*  When the ball is deflected inadvertently, it remains in play as if the deflection had not occurred.

*  When a pass or kick is blocked, the ball remains in play as if the block had not occurred.


Limits on Obstruction.
*  No player may deliberately touch an opposing player.
*  If a Player A and a Player B are running toward the same point in pursuit of the ball and are likely to collide, the defensive player must give way.
*  If a player gets into position for a CCOI when an opposing player is two more running steps away from him, the opposing player may not touch him. A player is position if:
     (1)  he is within one running step of the anticipated spot of CCOI, and
     (2)  he is not running; but he may take small steps to adjust his position, as long as he says within one running step of the anticipated spot of CCOI.
*  After a player releases the ball by passing or kicking it, no player may obstruct the movement of any opposing player.
*  In all other situations, a player may obstruct the movement of an opposing player.
     (1)  If Player B is moving toward Player A, Player A may move backward slowly.
     (2)  Player A may set a screen on Player B.

Screening.
*  A Player A may set a screen on a Player B who is:
     (1)  stationary,
     (2)  moving laterally relative to Player A,
     (3)  moving away from Player A, or
     (4)  moving toward Player A but two or more running steps away from him.
*  A player may not set a screen while extended (see Extension, below).

Extension.
*  A player is extended when:
     (1)  one or both arms are extended to the side,
     (2)  one or both arms are extended to the front,
     (3)  one or both feet are extended such that the distance between his feet – measured toe to toe – is greater than his shoulder width.
*  If a Player A is extended and an opposing Player B runs toward him such that Player B would touch an extended part of his body, Player A must retract that part.

Out of Bounds.
*  A player is out of bounds if:
    (1)  either foot or any other part of his body has touched the ground beyond the FE of the LS or RS, or the OE of the ON or DN, and
    (2)  he has not returned to a box.
*  The ball is out of bounds if:
    (1)  it touches any part of the field or any object beyond the FE of the LS or RS, or beyond an extension of that FE beyond the DN or ON, or
    (2)  it touches any part of the field or any object beyond the OE of the ON or DN, or 

    (3)  a player touches or comes into possession of the ball when he is out of bounds, or
    (4)  a player who possesses the ball and is engaged in backfield play runs out of bounds.
*  Causing the ball to go out of bounds – deliberately or not – is a violation, and brings a penalty.

Box of Catch, Capture, or Interception (CCOI).
A player is considered to have made a CCOI in a given box if both feet and all other parts of his body were inside that box during the act of CCOI.
*  If he began to take possession of the ball while in mid-air, he is considered to have begun to take possession before he left his feet.
*  If his feet and/or other parts of his body were in two boxes during the act, he is considered to have made the CCOI in the less forward box. For example,
    
     (1)  If an offensive player’s feet are in the O30 and O35 boxes during the act of making a catch, he is considered to have made the catch in the O30 box.
     (2)  If a defensive player’s feet are in the O35 and O30 boxes during the act of making an interception, he considered to have made the catch in the O35 box.
*  If any part of a player’s body touches the ground out of bounds during or after taking possession, he is considered to have been out of bounds – and not to have made a CCOI.

*  When a player makes a CCOI, an official throws a red flag to mark the box in which the CCOI occurred.

Spots.
Spot of down (SD):  The point at which a down begins. In Figure 3, the SD is the point on the OE under the ball.
Spot of release (SR):
*  Of a toss or pass: The point where the toe of the thrower’s forward foot touched the ground before he released the ball.
*  Of a kick: The point where the toe of the kicker’s non-kicking foot touched the ground before he kicked the ball.
SR placement spot (SR spot): The point on an OE whose lateral distance from a given FE is the same as that of the SR, unless the SR is within 1 yard of an FE. In the latter case, the SR spot is 1 yard from that FE.
Spot of violation (SV): The point where the toe of the forward foot of the player who committed the violation touched the ground when he committed the violation; or, if he committed the violation with only one foot on the ground or while in mid-air, the point where the toe of what then became his forward foot touched the ground.
SV placement spot (SV spot): The point on an OE whose lateral distance from a given FE is the same as that of the SV, unless the SV is within 1 yard of an FE. In the latter case, the SV spot is 1 yard from that FE.

ACTION
The Initial SD.
*  Before a game begins, the visiting team selects the end of the field that it wishes to defend in the first quarter (see Length of Game, below).
*  The game begins with the visiting team on offense and the SD on the O20 and midway between the LS and RS.

Initiating a Down.
*  The OC initiates play on every down.
     (1)  On down one and a conversion down, any offensive player may assume the role of OC.
     (2)  On downs two through six, the last offensive player to handle the ball behind the OLOS assumes the role of OC.
*  To initiate play, the OC takes his position.
     (1)  He must have both hands on the ball. He may not change the location or orientation of the ball. When he puts his hands on the ball, small, incidental movements of the ball are permissible.
     (2)  The rest of his body must be behind the OLOS.
     (3)  After taking his position, he may not move any part of his body until puts the ball into play.
*  The referee stands on the defense’s side of the DLOS so that the offensive players can easily see him.
*  The backfield judge stands on the offense’s side of the OLOS so that the defensive players can easily see him.

The Countdown.
*  Immediately after the OC takes his position, the referee counts down.
     (1)  First, he announces the down: for example, “Down three.”
     (2)  Then, with the words one second apart, he says, “Two, one, set, two, one, set.”
*  As the referee counts down vocally, he and the backfield judge also count down manually.
     (1)  When the referee announces the down number, they extend a number of fingers corresponding to the down.
     (2)  They pump their right fists as the referee says “Two, one, set, two, one, set.”
*  Both teams must form up by the end of the first “set.”
     (1)  The offensive players must form up behind the OLOS, but not at any particular distance behind it.  
     (2)  The defensive players must form up behind the DLOS, but not at any particular distance behind it.
*  After the teams form up, they may not move until the OC puts the ball into play.
*  The OC may not put the ball into play before the end of the second “set.”

The Six-Step Rule.
*  The OC puts the ball into play by picking it up.
*  He must then take immediate action. He may not stand still with the ball. He may not walk with the ball.
*  He may:
     (1)  dispose of the ball immediately (see Disposing of the Ball, below), 
     (2)  engage in backfield play, or
     (3)  use the Breakaway Rule.
*  To engage in backfield play, he must run with the ball, staying behind the OLOS.
*  His run may include:
     (1)  one through six steps, and
     (2)  the time he has both feet off the ground after his sixth step.
*  By the end of his run, he must have disposed of the ball.

Disposing of the Ball.
*  A player may dispose of the ball by:
     (1)  handing it to a teammate who is behind the OLOS,
     (2)  tossing or passing it,
     (3)  kicking it, or
     (4)  placing and holding it for a place kick. 
*  After disposing of the ball, he must remain behind the OLOS for one additional step.

The Three-Transfer Rule.
*  The player who receives a handoff or toss from the OC may take the same actions as the OC was permitted to take.  
*  Play may continue in this manner until three transfers have occurred – that is, until the ball has been handed off or tossed three times, including the initial transfer from the OC.
*  An inadvertent deflection by an offensive player counts as a transfer.
*  The offense may advance the ball beyond the OLOS either:
     (1)  without transferring the ball, or
     (2)  after one, two, or three transfers.

Offensive Gains.
*  The offense scores a touchdown if, as a result of a penalty,
     (1)  the ball would be placed on the DG, or
     (2)  the ball would cross the DG.
*  The offense scores a touchdown when an offensive player makes a catch or capture in the DG box.
*  When he makes a catch or capture elsewhere, the Chain Rule goes into effect (see The Chain Rule, below).

Incomplete Toss or Pass.
*  When a player throws an incomplete toss or pass, the down ends.
*  The next down begins on the SR spot of the line of scrimmage.

Defensive Gains.
*  The defense scores a touchdown if, as a result of a penalty,
     (1)  the ball would be placed on the OG, or
     (2)  the ball would cross the OG.
*  The defense scores a touchdown when a defensive player makes an interception in the OE box.
*  When he makes an interception elsewhere, the Chain Rule goes into effect.
*  The defense takes over the ball when an offensive player throws an incomplete pass on a down six.

The Chain Rule Line of Scrimmage.
*  Chain play is a continuation of a down.
     (1)  There is no break in the action.
     (2)  Players do not form up. They continue play from where they were when the CCOI occurred.
*  The line of scrimmage becomes the next line in the direction of the goal of the team that does not have the ball. For example,
     (1)  if an offensive player makes a catch or capture in the D10 box, the OE of the D5 becomes the OLOS.
     (2)  if a defensive player makes an interception in the D10 box, the DE of the D10 becomes the OLOS.
*  Add-five exceptions: Because of the Add-Five Rule,
     (1)  if an offensive player makes a catch or capture in the D5 box, the OE of the D5 – instead of the DG – becomes the OLOS.
     (2)  if a defensive player makes an interception in the OG box, the DE of the O5 – instead of the OG – becomes the OLOS.

The Chain Rule – Action.
*  In chain play,
     (1)  the player who made the CCOI has a role similar to that of the OC at the beginning of the down – that is, he is the first player to handle the ball,
     (2)  the Six-Step Rule applies,
     (3)  the Three-Transfer Rule applies, and
     (4)  the Two-Box Rule applies.
*  If, in making a CCOI, a player goes beyond the edge that becomes the OLOS, or if, after making the CCOI, his momentum carries him beyond that edge,
     (1)  he must run immediately to the box of CCOI, and
     (2)  the steps he takes to get there count toward his six-step maximum.
*  If, during chain play, a player makes a CCOI, chain play continues. That is, “a chain may have many links.”


The Chain Rule – Downs.
*  If an interception occurs, the down becomes down one for what had been the defense and is now the offense.
*  If this offense then engages in chain play and the defense – that is, the original offense – intercepts the ball, the down reverts to what it was before the first interception.

The Breakaway Rule.
*  A player in possession of the ball may make a breakaway run if no opposing player is in the box beyond the opposing team’s goal line. That is,
     (1)  an offensive player may make a breakaway run if no defensive player is in the DG box, and
     (2)  a defensive player may make a breakaway run if no offensive player is in the ON box.
*  He may make the run no matter how many steps he has taken.
*  No opposing player may obstruct his movement.
*  If he crosses the goal line before any opposing player, he scores a breakaway touchdown. 
If an opposing player crosses the goal line ahead of him, his team is penalized for improper backfield play. The spot of violation is the point at which he crosses the goal line.

Kicking for Points.
*  If an offensive player captures a kick in the DG box, the offense scores a touchdown, as previously indicated.
*  If a kick travels between the uprights of the defense’s goal posts, the offense scores a field goal.
*  If a kick travels over the OE of the DN, but does not travel between the uprights, the offense scores a single.
     (1)  The kick must travel over the DN itself, not an extension of the DN to the left of the LS or the right of the RS.
     (2)  The kick may touch the ground before traveling over the DN.
*  A team may also kick a conversion, as described below.

Conversion Downs.
*  The offense runs a conversion down after scoring a breakaway touchdown or a touchdown.
*  A conversion down begins on the D10 and midway between the sidelines.
*  Play proceeds as described in The Countdown, above, with the down called “conversion down” in the referee’s countdown.
*  The offense may score a conversion by:
     (1)  kicking the ball between the uprights,
     (2)  capturing a kick in the DG Box, or
     (3)  catching a pass in the DG Box.
*  The offense may not score a single on an unsuccessful conversion attempt.
*  Violations:
     (1)  If the defense commits a violation, the offense scores a conversion.
     (2)  If the offense commits a violation, the down ends. The offense is not penalized further.

CLOCK
Length of Game.
*  A game consists of four quarters of 20 minutes each. 
*  An intermission between the first and second halves lasts 15 minutes.
*  There are 3-minute rests after the first and third quarters.
*  The teams change goals at the end of each quarter.

Time Between Downs.
*  If the clock continues to run after a down, the offense has 25 seconds from the end of that down to put the ball into play on the next down.
*  If the referee stops, then restarts the clock, the offense must put the ball into play no more than 25 seconds after the restart.

Overtime and Ties.
*  If the score is tied after four quarters, the teams rest for 10 minutes, then play a fifth quarter of 20 minutes.
*  If the game is tied after the fifth quarter, the teams rest for 3 minutes, then play a sixth quarter of 10 minutes.
*  Play continues in this manner – with additional 3-minute rests and 10-minute quarters – until one team is leading at the end of a quarter.

Stopping the Clock.
*  The referee may stop the clock whenever he wishes.
*  An official must stop the clock if:
     (1)  the ball goes out of bounds,
     (2)  an official calls a penalty on the team that has the ball, or
     (3)  a player is injured.

Restarting.
*  Only the referee may restart the clock.
*  He may restart the clock whenever he wishes.
*  His guidelines for restarts are:
     (1)  Ball out of bounds:  Restart when an official who is in bounds receives the ball.
     (2)  Penalty:  Restart after spotting the ball.
     (3)  Injury:  Restart after the player is replaced or indicates that he is in condition to play.

    


End-of-Quarter Situations.
*  If a down is in progress when the clock runs out at what would have been the end of a quarter, that down continues as if the clock were still running.
*  The clock does not stop for a conversion down.
*  If a touchdown occurs on a down that is in progress at what would have been the end of the first, second, or third quarter, the next quarter begins with the conversion down.
*  If a touchdown occurs on a down that is in progress at what would have been the end of the fourth quarter or an overtime quarter, and the touchdown ties the game, the next quarter begins with the conversion down.
*  If a touchdown occurs on a down that is in progress at what would have been the end of the fourth quarter or an overtime quarter, and the touchdown does not tie the game, the game ends. The team that scored does not get a conversion down.

PENALTIES
*  A team may refuse a penalty.
*  When both teams commit violations, the referee may assess a penalty for either violation or for neither violation.
*  The offense scores a touchdown if, as a result of a penalty,
     (1)  the ball would be placed on the DG, or
     (2)  the ball would cross the DG.
*  The defense scores a touchdown if, as a result of a penalty,
     (1)  the ball would be placed on the OG, or
     (2)  the ball would cross the OG.
*  There are 11 classes of violation:
     (1)  improper substitution
     (2)  improper formation
     (3)  improper movement
     (4)  starting a down too early or too late
     (5)  improper backfield play
     (6)  improper downfield play  
     (7)  improper obstruction
     (8)  deliberate deflection to a teammate, or kicking a kicked or thrown ball
     (9)  ball out of bounds
     (10)  violation not otherwise described
     (11)  personal foul

Assessments – Violations by the Offense.
*  Class (1) through (4):
     (1)  10 yards from the SD, and
     (2)  the offense is not charged a down.
*  Class (5) through (10):
     (1)  10 yards from the SV spot on the OLOS, and
     (2)  the offense is charged a down.
*  Class (11):  The referee may assess whatever penalty he wishes, including but not limited to loss of down, loss of distance, ejection of player, ejection of coach, and forfeiture of game.

Assessments – Violations by the Defense.
*  Class (1) through (3):  
     (1)  10 yards from the SD, and   
     (2)  the offense is not charged a down.
*  Class (7) through (10): Of the following, the penalty that puts the offense in a better position:
     (1)  10 yards from the SV spot on the OE of the next line toward the DN, or
     (2)  10 yards from the SV spot on the OLOS.
*  Class (11):  The referee may assess whatever penalty he wishes, including but not limited to loss of distance, ejection of player, ejection of coach, and forfeiture of game.