Injury Timeouts Flashcards

1
Q

TEAM A PLAYER INJURED—EXCESS TIMEOUT
First-and-10 on B36. Forty seconds remain in the first half. Team A leads 17-14 and has used three timeouts
previously in the half. Ball carrier A1 runs to the B31 and is downed inbounds. A2 is injured.

A

Ruling: Second-and-5 on B31. Charge Team A with its fourth timeout, and after the injured player has left the field,
run 10 seconds and wind the clock. The play clock is reset to 25 seconds. B can decline the runoff, but there is no
option to start the clock on the snap unless Team B takes a timeout. A2 must remain out for one play unless Team
B calls a timeout.

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2
Q

EXCESS TIMEOUT UNDER TWO MINUTES — PREVENTS CLOCK FROM STARTING
Second-and-3 on B33. A1 runs to the B25, where he is hit and fumbles the ball, which goes out of bounds at the
B23 with 50 seconds remaining in the first half. Both teams have used all timeouts. A1 is injured on the play.

A

Ruling: A’s ball, first-and-10 on B25 (0:40). Charge Team A with its fourth timeout, run 10 seconds and wind the
clock when the ball is ready for play. Team B has an option to decline the runoff. A1 must remain out for one play.
The excess timeout delays the clock from starting on the ready for play once the ball is returned inbounds, so there
is a 10-second runoff (4-5-4, Note 3).

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3
Q

TEAM REQUESTS FOURTH TIMEOUT — IGNORED
Prior to the two-minute warning of either half, Team A gains 15 yards and a first down and is tackled inbounds at the
B40. Team A had previously used three timeouts and requests a fourth timeout.

A

Ruling: A’s ball, first-and-10 on B40. The request for a timeout is ignored. If the timeout is incorrectly granted, it will
count as Team A’s fourth timeout, Team A will be penalized five yards for delay of game, and the game clock will be
started on the ready for play.

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4
Q

FIFTH TIMEOUT CHARGED — TEAM B
Third-and-4 on B22. Forty seconds remain in the game. A1 throws an incomplete pass. B1 is injured and Team B
had previously used four team timeouts in the half.

A

Ruling: A’s ball, first-and-10 on B17. Charge Team B with their fifth team timeout which requires a five-yard penalty.
Set the play clock to 40 seconds, and the game clock starts on the snap, because of the incomplete pass. B1 is
suspended for one play.

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5
Q

TEAM A OR B PLAYER INJURED—EXCESS TIMEOUT—FIFTH
Third-and-2 on B17. A1 runs to the B15 and is downed inbounds with 30 seconds remaining in the game. (a) A2 or
(b) B2 is injured on the play. The score is tied, and both teams have used four timeouts previously in the half.

A

Rulings:
(a) A’s ball, first-and-15 on B20. Charge Team A with their fifth timeout. Five-yard penalty, run 10, and start the
clock on the ready-for-play signal.
(b) A’s ball, first-and-5 on B10. Charge Team B with their fifth timeout. Five-yard penalty. Set the play clock to 40,
and start the clock on the ready for play, because the clock was running at the end of the play.

Note: A fifth injury time out is a foul between downs, so it does not offset with other fouls, and it is enforced after the
chains are set. If the clock was running at the end of the previous down: if an A player was injured, Team B has the
option to run 10 and start the clock on the ready for play. If a B player was injured, the play clock is set to 40, and
the game clock is started as if the excess timeout had not occurred.

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6
Q

INJURY CAUSED BY FOUL
Second-and-7 on B15. A1 runs to the B12 and is leg whipped on the tackle by B2. There is 0:55 left in the game.
Team A had previously used three timeouts in the half, and A1 is injured on the play.

A

Ruling: A’s ball, first-and-goal on B6. There is not a charged timeout or a 10 second runoff, because the injury was
caused by a foul. A1 can remain in the game. The game clock starts on the snap because of the foul.

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7
Q

CLOCK STOPPED BY FOUL/CHANGE OF POSSESSION—INJURY ON PLAY
Fourth-and-10 on B20. Twenty seconds remain in the game with the clock running. Team A has no timeouts
remaining and is behind 21-17. At the snap: (a) Team A; or (b) Team B is offside, and A1 runs to the B17 and is
downed inbounds. A2 is injured and attendants must enter the field.

A

Rulings:
(a) B’s ball, first-and 10 on B17. Team B will decline A’s offside. There is no timeout charged (due to the change of
possession). A2 must leave the game for one play unless a team timeout is taken.
(b) Fourth-and-5 on B15. By rule, failing to make a first down on fourth down is a change of possession. Therefore,
there is no timeout charged, although A2 must leave the game for one play unless a team timeout is taken.

Note: There is no runoff and the game clock will start on the snap, both because the clock was stopped for the
change of possession, and because there was a foul by either team on the play.

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8
Q

CLOCK RUNNING—TEAM A INJURY ON PLAY
Fourth-and-2 on B20. Twenty seconds remain in the game with the clock running. Team A has one timeout remaining
and is behind 21-17. A1 runs to the B17 and is downed inbounds. A2 is injured and attendants must enter the field.

A

Ruling: A’s ball, first-and-10 on B17. Charge Team A with its final timeout. There is no runoff, and A2 can remain in
the game, because of the charged timeout. (There is no option to run 10 seconds instead of using the timeout.)

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9
Q

INJURIES—TEAM A AND TEAM B
First-and-10 on A41. Thirty seconds remain in the game. A1 runs to the B40, where he is tackled inbounds. A3 and
B4 are both injured on the play

A

Ruling: First-and-10 on B40. Charge each team with a timeout; the play clock is set to 25 seconds; and the game
clock is started with the snap, unless both timeouts were excess, in which case the clock starts on the ready-for-play
signal. No excess timeout fouls are enforced and there can be no 10-second runoff. If either team had a timeout left,
it is used, thus allowing both players to remain in the game.

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10
Q

INJURIES—TWO PLAYERS FROM SAME TEAM
Third-and-3 on A35 in the third quarter. Quarterback A1 throws a pass over the middle to the 50. B1 and B2 are both
hurt and helped by trainers. An injury timeout is taken for Team B. B1 gets up on his own. B2 is carried off the field.

A

Ruling: First-and-10 on 50. Both B1 and B2 must leave for one play or take a team timeout.

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11
Q

SUCCESSIVE TIMEOUTS—INJURED PLAYER RETURNS
Second-and-14 on B40 (third quarter). A2 runs to the B35 where he is downed, and he is hurt on the play. The
Referee takes an injury timeout for A2. After two minutes, the Referee declares the ball ready for play after A2 is
removed from the game. Team B then calls a timeout. The Referee grants a 30-second timeout. After the timeout,
Team A calls a timeout, and A2 re-enters the game

A

Ruling: A’s ball, third-and-9 on B35. Successive timeouts by each team are legal and A2 may return after either
Team A’s or Team B’s timeout.

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12
Q

TIMEOUT RESTORED AFTER INJURY - AFTER TWO-MINUTE WARNING
First-and-10 on A40. With 1:23 remaining in a tied game, A1 slides down at the A48 where he jumps up and calls a
timeout, which is granted. After the Referee announces the timeout, it is discovered that B1 was injured on the play,
and Team B trainers have already come on the field, or thereafter come on the field, to assist B1.

A

Ruling: Second-and-2 on A48. Team A’s timeout is restored, and Team B is charged with a timeout. If it is an excess
timeout, B1 must leave for 1 play, the play clock is set to :40, and the game clock starts on the ready. If Team B has
remaining timeouts, they are charged a timeout, (or if Team A still wants a charged timeout), in which case, B1 can
remain in the game, the play clock is set to :25, and the game clock starts on the snap.

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13
Q

FIFTH TIMEOUT—TEAM B
Third-and-4 on B22, with 40 seconds remaining in a tied game. Runner A2 is tackled inbounds at the B23. B1 is
injured and Team B has already been charged with their 4th timeout for a prior injury.

A

Ruling: A’s ball, first-and-10 on B18. Charge Team B with their fifth team timeout which requires a five-yard penalty.
Set the play clock to 40 seconds, and the game clock starts on the ready. B1 is suspended for one play.

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14
Q

FIFTH TIMEOUT—TEAM B—LIVE BALL FOUL BY TEAM A
Third-and-10 on B20, with 40 seconds remaining in a tied game. Wideout A2 is not on the line of scrimmage at the
snap, leaving only 6 offensive players on the line. QB A1 throws an incomplete pass, and B2 is injured on the play.
Team B has already been charged with their 4th timeout for a prior injury.

A

Ruling: Fourth-and-5 on B15. These fouls do not offset; each are enforced separately. Team B will likely decline the
illegal formation foul, making it fourth-and-10. The fifth time out for an injury requires a 5-yard penalty against Team
B, which is assessed regardless of clock status. The play clock is set to 40 seconds. The game clock starts on the
snap, because of the incomplete pass, as well as the illegal formation penalty. B2 must leave the game for one play,
unless a timeout is called.

Note: A fourth or fifth injury timeout does not create an option for the other team to start the clock on the ready or
the snap. By rule, after an excess timeout, the clock starts as if the excess timeout had not occurred, (unless the
opponent calls a timeout). (4-3-2-c).

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