SECTION 3. Timeouts: Starting and Stopping the Clock
Injury Timeout
ARTICLE 6.
f. Ten-Second Runoff. If the player injury is the only reason for stopping the clock (other than that player’s helmet or a teammate’s helmet coming off, Rule 3-3-10) any time after the Two-Minute Timeout in the 2nd or 4th quarters, with less than one minute in the half, the opponent has the option of a 10-second runoff.
1. The play clock will be set at 40 seconds for an injury to a player of the defensive team and at 25 seconds for an injury to a player of the offensive team (Rule 3-2-4c-5).
2. If there is a 10-second runoff the game clock will start on the referee’s signal. If there is no 10-second runoff the game clock will start on the snap.
3. The 10-second runoff may be avoided by the use of a charged team timeout if available.
4. There is no option of a 10-second runoff if there are injuries to opposing players.
Approved Ruling 3-3-6 VIII. Late in the half ball carrier A35 is tackled. B79 goes to the ground with an injury and the officials stop the game clock, which shows (a) 12 seconds; (b) eight seconds. RULING: Team A has the option of a 10-second runoff. If there is no 10-second runoff the game clock starts on the snap. If Team A accepts the option, (a) there will be two seconds on the game clock which will start on the referee’s signal; (b) time in the half has expired.
Approved Ruling 3-3-6 IX. Late in the half ball carrier A35 is tackled beyond the line to gain. B79 goes to the ground with an injury. RULING: There is no option for a 10-second runoff because the game clock stops on the first down as well as the injury. The game clock starts on the referee’s signal.