If it is a charged down, subsequent charged downs are numbered consecutively i. A Fair Catch is an unhindered catch of a scrimmage kick provided that it has crossed the line of scrimmage , or of a free kick, that is in flight by a player of the receiving team who has legally signaled his intention of attempting such a catch Note: For fair-catch kick, see A Field Goal is made by a drop kick or a place kick from a on or behind the line on a play from scrimmage or b during a fair catch kick.
See ; Item 1—2 ; and a. The Boundary Lines are the End Lines and the Sidelines and enclose the field upon which the game is played. The End Lines are the lines at each end of the field and are perpendicular to the Sidelines. The Goal Line and the pylons are in the End Zone. It does not include the End Zone. The goal is the area above the crossbar between the uprights, or, if above the uprights, the area between the outside edges of the uprights.
The adjacent goal line is known as its goal line. The Goal Lines are the lines between the Sidelines that separate the End Zone from the field of play. The Goal Lines are vertical planes that are parallel to and 10 yards from the End Lines. The Inbounds Lines are hash marks on the Field of Play that are 70 feet nine inches from and parallel to each sideline. The Sidelines are the lines on each side of the field and are perpendicular to the End Lines. The Sidelines separate the Field of Play from the area that is out of bounds. A Yard Line is any line and its vertical plane parallel to the end line.
Forward, Beyond, or In Advance Of are terms that designate a point nearer the goal line of the defense. Backward or Behind designate a point nearer the goal line of the offense. A pass parallel to a yard line, or an offensive player moving parallel to it at the snap, is considered backward. The Basic Spot is a reference point for specific types of plays that is used to determine the Spot of Enforcement. The Spot of Enforcement is the spot at which a penalty is enforced. Six such spots are commonly used:. A violation is an infraction of a playing rule for which a penalty is not prescribed.
A violation does not offset a foul. Handing the ball is transferring player possession from one teammate to another without passing or kicking it. A Huddle is the action of two or more players in the field of play or in the end zone who, instead of assuming their normal position for the snap, free kick, or Fair Catch kick form a group for receiving instructions for the next play or for any other reason. Impetus is the action of a player who carries the ball or provides the force i.
If a Loose Ball touches or crosses a goal line, the impetus is attributed to the team whose player passed, kicked, snapped, or fumbled the ball, unless an opponent:. A Kick is intentionally striking the ball with the knee, lower leg, or foot. A kick ends when a player of either team possesses the ball, or when the ball is dead. Item 1.
Drop Kick. A Drop Kick is a kick by a player who drops the ball and kicks it as, or immediately after, it touches the ground. Item 2. A Placekick is a kick made by a player while the ball is in a fixed position on the ground.police-risk-management.com/order/celll/tyd-come-spiare-un.php
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The ball may be held in position by a teammate. If it is a kickoff, it is permissible to use an approved manufactured tee. Item 3. A Punt is a kick made by a player who drops the ball and kicks it before it strikes the ground. A Kicker is the player of Team A who legally drop kicks, placekicks, or punts the ball.
Team A is identified as the kickers during a down in which there is a scrimmage kick, free kick, or fair catch kick. A Receiver is any Team B player during a down in which there is a scrimmage kick, free kick, or fair catch kick. Team B is identified as the receiving team during the entire down. A Kickoff is a kick that puts the ball in play at the start of each half, at the start of overtime, after each Try, and after a successful field goal. Safety Kick. A Safety Kick is a kick that puts the ball in play after a safety. The Restraining Lines are lines which restrict the alignment of the kicking and receiving teams during a Free Kick and Fair Catch Kick.
A Tee is an approved device that is used to elevate the ball for a placekick during a free kick down. The Line of Scrimmage is the vertical plane of the yard line that passes through the forward point of the ball after it has been made ready for play. The term scrimmage line, or line, implies a play from scrimmage. The Neutral Zone is the space between the forward and backward points of the ball planes and extends to the sidelines. It starts when the ball is ready for play See Neutral Zone Infraction, If he is not the snapper, no part of his body is permitted to be in the neutral zone at the snap, and his helmet must break a vertical plane that passes through the beltline of the snapper.
If he is the snapper, no part of his body may be beyond the Neutral Zone. Note: Interlocking of legs is permissible. Team B. A Team B player in a three-point or four-point stance is considered to be on the line of scrimmage if he is within one yard of the neutral zone. A Team B player in a two-point stance is considered to be on the line if any part of his body is breaking the vertical plane that passes through the feet of the deepest down lineman. A player is encroaching on the Neutral Zone when any part of his body is in it and he contacts an offensive player or the ball prior to the snap.
A Loose Ball has crossed the line of scrimmage when, as the result of a fumble, pass, or legal kick by a Team A player, it touches the ground or any player or official beyond the neutral zone. A player is Offside when any part of his body or his person is in the Neutral Zone, or is beyond his free kick line, or fair catch kick line when the ball is put in play, unless he is a holder of a placekick for a free kick b-1 or fair catch kick , or a kicker b The snapper is offside if any part of his body is beyond the neutral zone.
The kicker is not offside unless his kicking foot is beyond his Restraining Line when the ball is kicked. A player or an Official is Out of Bounds when he touches a boundary line, or when he touches anything that is on or outside a boundary line, except a player, an official, or a pylon. A player who has been out of bounds re-establishes himself as an inbounds player when both feet, or any part of his body other than his hands, touch the ground within the boundary lines, provided that no part of his body is touching a boundary line or anything other than a player, an official, or a pylon on or outside a boundary line.
Ball in Player Possession. A ball that is in player possession is out of bounds when the runner is out of bounds, or when the ball touches a boundary line or anything that is on or outside such line, except another player or an official. Loose Ball. A loose ball is out of bounds when it touches a boundary line or anything that is on or outside such line, including a player, an official, or a pylon. If a Loose Ball touches anything on or outside a boundary line, the Out-of-Bounds Spot is the forward point of the ball when the ball crosses the sideline.
Runner Out of Bounds. If the ball is in player possession when that player goes out of bounds, the out-of-bounds spot is the forward point of the ball when the ball crosses the side line, or, if the ball does not cross the sideline, the forward point of the ball at the instant the player is out of bounds.
Runner Inbounds. If the ball, while in possession of a player who is inbounds, is declared out of bounds because of touching anything that is out of bounds, the out-of-bounds spot is the yard line through the forward point of the ball at the instant of such touching. The Inbounds Spot is a spot on the Inbounds Line the hash marks that passes through the spot where the ball went out of bounds between the goal lines. A pass is the movement caused by a player intentionally handing, throwing, shoveling shovel pass , or pushing push pass the ball Such a movement is a pass even if the ball does not leave his hand or hands, provided a teammate takes it hand-to-hand pass.
A player who makes a legal forward pass is known as the Passer until the play ends. The teammates of any player who passes the ball forward legally or illegally are known collectively as the Passing Team or Passers. A Pass Play begins with the snap and ends when a forward pass thrown from behind the line of scrimmage is caught by a player of either team or is incomplete. After the pass is caught, a Running Play begins. Contact by Team B Player. If a Team B player contacts the passer or the ball after forward movement begins, a forward pass is ruled, regardless of where the ball strikes the ground or a player.
When this occurs, intentional grounding rules do not apply. If a Team B player contacts the passer or the ball before forward movement begins, the direction of the pass is the responsibility of the passer, and grounding rules apply. Passer Tucks Ball. If the player loses possession of the ball during an attempt to bring it back toward his body, or if the player loses possession after he has tucked the ball into his body, it is a fumble.
Passer re-cocks his arm. If the player loses possession of the ball while attempting to re-cock his arm, it is a fumble. Item 4. Fumbled or Muffed Ball Goes Forward. The fact that a fumbled or muffed ball goes forward is disregarded, unless the act is ruled intentional. If it is intentional, a fumbled ball that goes forward is a forward pass , and a muff is a bat 5 A snap becomes a backward pass when the snapper releases the ball.
Note: If a pass is batted, muffed, punched, or kicked in any direction, its original designation as a Forward Pass or a Backward Pass does not change. A Penalty is imposed upon a team that has committed a foul and may result in loss of down, loss of yardage, an automatic first down, a charged timeout, a loss of playing time, withdrawal or disqualification of a player, extension of a period, the award of a score, or a combination of the preceding.
The phrase Loss of Down indicates that a team committing a foul will not have the opportunity to repeat the down after enforcement of any yardage penalty. A Free Kick Play begins with a legal or illegal free kick and ends when a player of either team establishes possession of the ball, or when the ball is dead by rule. A Running Play begins when a player of Team B establishes possession. At the instant that a pass is caught, a Running Play begins.
Note: The running play includes the loose-ball action before a player gains or regains possession or the ball is declared dead. A Scrimmage Kick Play begins with the snap. It ends when a player of either team establishes possession of a kicked ball, or when the ball is dead by rule.
A Fair Catch Kick Play begins when the ball is kicked. It ends when a player of either team establishes possession of the ball, or when the ball is dead by rule. After the ball leaves the pocket area, this area no longer exists. A foul by the receiving team is a post-possession foul if it occurs during a scrimmage kick that crosses the line of scrimmage, provided that the receiving team does not lose possession during the rest of the down.
See Exc. A Runner is the offensive player who is in possession of a live ball , i. Note: The statement that a player may advance means that he may become a runner, make a legal kick , make a backward pass , or throw a forward pass from behind the line of scrimmage. It is a Safety if the spot of enforcement for a foul by the offense is behind its own goal line, or if the ball is dead in possession of a team on or behind its own goal line when the impetus comes from the team defending that goal line. A Scrimmage Down is one that starts with a snap From Scrimmage refers to any action from the start of the snap until the down ends or until Team B secures possession.
Any action that occurs during the down after a change of team possession is Not From Scrimmage. A Shift is any simultaneous change of position or stance by two or more offensive players before the snap after the ball has been made ready for play for a scrimmage down, including movement to the line of scrimmage by the offensive team prior to the snap A Snap is a backward pass that puts the ball in play to start a scrimmage down, either by handing it or passing it backward from its position on the ground.
The Snapper is the offensive player who initiates this action. See for conditions pertaining to a legal snap.
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A Suspended Player is one who must be withdrawn, in accordance with Rule 5, for correction of illegal equipment After the ball leaves the tackle box, this area no longer exists. Tackling is an attempt by a defensive player to hold a runner to halt his advance or bring him to the ground. Whenever a team is in possession of the ball, it is the Offense, and its opponent is the Defense.
The team that is the Offense becomes the Defense, and vice versa, when there is a change of possession during the down. The team that puts the ball in play is Team A, and its opponent is Team B. They remain Team A and Team B until a down ends, even though there may be one or more changes of possession during the down. Team A is always the Offense when a down starts, but becomes the Defense if Team B secures possession during the down. The opponents are B1, B2, etc.
A change of possession occurs when a player of the defensive team secures possession of a ball that has been kicked, passed, or fumbled by a player of the offensive team, or when the ball is awarded to the opposing team by rule. A change of possession includes, but is not limited to:.
A Timeout is any interval during which the Game Clock is stopped and includes the intermission and During any timeout, including an intermission, all playing rules continue in effect. Representatives of either team are prohibited from entering the field, unless they are incoming substitutes, or team attendants or trainers entering to provide for the welfare of a player, and any game-type activities are prohibited on the Field of Play. 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.
A Charged Team Timeout is an interval during which the Game Clock is stopped and play is suspended at the request of one of the teams or when it is charged to one of the teams by rule. A Timeout may be granted only when the ball is dead. Time In is any interval during which the Game Clock is running It is a Touchback if the ball is dead on or behind the goal line a team is defending, provided that the impetus comes from an opponent, and that it is not a touchdown or an incomplete pass. Tripping is the use of the leg or foot to obstruct any opponent including a runner c and A Try is the attempt by a team that has scored a touchdown to add one point by a field goal or two points by a touchdown during one untimed scrimmage down The two-minute warning is an automatic timeout that occurs at the conclusion of the last down for which the ball is legally snapped or kicked prior to two minutes remaining on the game clock in the second and fourth periods.
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, the game is extended by an overtime period or periods as prescribed in Rule 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.
Penalty: For illegally entering the field: Loss of 15 yards from the succeeding spot Pen. The Back Judge times the two-minute intermissions and shall sound the whistle and signal visibly after one minute and 50 seconds. The Referee shall sound the whistle immediately thereafter for play to start and for the play clock operator to start the second clock. Between the second and third periods, there shall be an intermission of 13 minutes.
During this intermission, play is suspended, and teams may leave the field. The Back Judge will time halftime. See for fouls by non- players between halves. 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 Side Judge shall supervise the timing of the game, and in case the stadium clock becomes inoperative, or if it is not being operated correctly, the Side Judge shall take over official timing on the field. Note: Game officials can correct the game clock only before the next legal snap or kick, including an untimed down or try.
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 to ensure sufficient time for proper warm-up. Designated members of the officiating crew must notify both head coaches personally of the scheduled time for kickoff prior to the start of each half.
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:. If the coin does not turn over in the air or the toss is compromised in any way, the Referee shall toss it again. 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 only. For the second half, the captain who lost the pregame toss is to have the first choice of the two privileges listed in a or b , unless one of the teams lost its first and second half options, or unless the winner of the pregame toss deferred his choice to the second half, in which case he must choose a or b above.
Immediately prior to the start of the second half, the captains of both teams must inform the Referee of their respective choices. 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. 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:. Following any timeout , the game clock shall be started on a scrimmage down when the ball is next snapped, except in the following situations:. The game clock operator shall start the game clock for a fair-catch kick down when the ball is kicked. Note: No extension of the automatic timeouts in this section shall be allowed unless any player requests a team timeout, or the Referee orders a team timeout or suspends play. The Referee shall suspend play while the ball is dead and declare a charged team timeout upon the request for a timeout by the head coach or any player not a substitute to any official.
If an assistant coach signals for a timeout and it is inadvertently granted, the timeout will stand. Three Timeouts Allowed. A team is allowed three charged team timeouts during each half. 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.
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: When a team is granted a second timeout during the same dead-ball period, or a timeout after exhausting its three timeouts during a half: Loss of five yards. Note: If an attempt is made to call a timeout in such situations, the officials shall not grant it, and play will continue.
A penalty shall be enforced only if the timeout is erroneously granted. After enforcement, all normal rules regarding the game and play clock will apply. Unsportsmanlike Conduct. This will apply to field goal or Try attempts. Note: If an attempt is made to call a timeout in such situations, the officials shall not grant a timeout; instead, play will continue, and a penalty will be called, with customary enforcement. If a timeout is inadvertently granted, the penalty shall also be enforced. See w. 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.
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:. At the conclusion of an injury timeout, the game clock will start as if the injury timeout had not occurred. If either team takes, or is charged with, a timeout, the clock will start on the snap. 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.
Such situations include, but are not limited to:. The time remaining on the play clock shall be the same as when it stopped. See Rule 4, Section 6, Article 3. 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 play clock operator shall time the interval between plays upon signals from game officials.
The second interval starts when a play ends, unless Article 2 below applies. Such stoppages include, but are not limited to:. A second interval will be used in these situations, even if the second clock is already counting down. Note: Following a Try or successful field-goal attempt, unless there is a commercial break, the teams will have 40 seconds to align prior to the ball being made ready for play. When the 40 seconds have elapsed, the second play clock will begin. 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, unless:.
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. See Item 1. Other examples of action or inaction that are to be construed as delay of the game include, but are not limited to:.
Penalty: For Illegally Conserving Time: Loss of five yards unless a larger distance penalty is applicable. When actions referred to above are committed by the offensive team while time is in, officials will run off 10 seconds from the game clock before permitting the ball to be put in play on the ready-for-play signal.
The game clock will start on the ready-for- play signal unless another rule prescribes otherwise. If the offensive team has timeouts remaining, it will have the option of using a timeout in lieu of a second runoff, in which case the game clock will start on the snap after the timeout.
The defense always has the option to decline the second runoff and have the yardage penalty enforced, but if the yardage penalty is declined, the second runoff is also declined. If the action is by the defense, the play clock will be reset to 40 seconds, and the game clock will start on the ready signal, unless the offense chooses to have the clock start on the snap. If the defense has timeouts remaining, it will have the option of using a timeout in lieu of the game clock being started. After the two-minute warning of either half, if there is a violation of the substitution rule while the ball is dead and time is in, in addition to the applicable yardage penalty for illegal substitution, there will be a second runoff pursuant to Article 1 above, unless it is obvious that the offensive team is not attempting to conserve time.
Penalty: For Illegal Substitution: Loss of five yards unless a larger distance penalty is applicable and a second runoff. If a replay review after the two-minute warning of either half results in the on-field ruling being reversed and the correct ruling would not have stopped the game clock, then the officials will run 10 seconds off the game clock before permitting the ball to be put in play on the ready-for-play signal.
The defense cannot decline the runoff, but either team can use a remaining timeout to prevent it. If time expires at the end of any period while the ball is in play, the period continues until the down ends. At the election of the opponent, a period may be extended for one untimed down, if any of the following occurs during a down during which time in the period expires:.
If the first or third period is extended for any reason, or if a touchdown occurs during the last play of such a period, any additional play, including a Try attempt, shall be completed before the teams change goals. If any period is extended for any reason, it shall continue until the completion of a down free from any foul specified in a through h above. If Team A has more than 11 players in its formation for more than three seconds, or if Team B has more than 11 players in its formation and the snap is imminent, it is a foul.
Once the ball is made ready for play, if either team has more than 11 players in its formation prior to a free kick, it is also a foul. In these instances, game officials shall blow their whistles immediately and not allow the snap or kick to occur. Penalty: For more than 11 players in the formation prior to the snap or free kick: Loss of five yards from the succeeding spot.
If a team has more than 11 players on the field of play or the end zone when a snap, free kick, or fair-catch kick is made, the ball is in play, and it is a foul. Penalty: For more than 11 players on the field of play or the end zone while the ball is in play: Loss of five yards from the previous spot. Note: It is not a foul if a team has fewer than 11 players on the field of play or the end zone when a snap, free kick, or fair- catch kick is made. All players must wear numerals on their jerseys in accordance with Rule 5, Section 4, Article 3, Item 3.
Such numerals must be by playing position, as follows:. If a player changes his position during his playing career in the NFL, and such change moves him from a position as an ineligible pass receiver to that of an eligible pass receiver, or from a position as an eligible pass receiver to that of an ineligible pass receiver, he must be issued an appropriate new jersey numeral.
A change in jersey numeral is not required if the change is from an ineligible position to another ineligible position, or from an eligible position to another eligible position, provided that the player has participated at least one season at his position prior to the change. Any request to wear a numeral for a special position not specified above e.
During the preseason period when playing rosters are larger, the League will allow duplication and other temporary deviations from the numbering scheme specified above, but the rule must be adhered to for all players during the regular season and postseason.
Clubs must make numerals available to adhere to the rule, even if it requires returning to circulation a numeral that has been retired or withheld for other reasons. See for reporting a change of position.
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There can never be more than 11 players in the offensive huddle while the play clock is running. It is a foul, the whistle is blown immediately, and the ball remains dead. See a. A player becomes a substitute when he is withdrawn from the game and does not participate in at least one play. A play negated by penalty prior to the snap or during the play counts as a missed play.
If a substitute enters the field of play or the end zone while the ball is in play, it is an illegal substitution. If an illegal substitute interferes with the play, it may be a palpably unfair act see Note: The intent of the rule is to prevent teams from using simulated substitutions to confuse an opponent, while still permitting a player or players to enter and leave without participating in a play in certain situations, such as a change in a coaching decision on fourth down, even though he has approached the huddle and communicated with a teammate.
However, a substitute i.
A player must be withdrawn and substituted for when he is disqualified , or suspended A suspended player may re-enter after at least one legal snap, provided that the reason for his suspension has been corrected. A disqualified player must leave the playing field enclosure and go to the team locker room within a reasonable time. Following a timeout or change of possession, the offense may huddle outside the numbers near its bench area, but will not be allowed to line up and snap the ball before the defense has an opportunity to match personnel. If the offense snaps the ball before the defense has had an opportunity to complete its substitutions, and a defensive foul for too many players on the field results, no penalties will be enforced, except for personal fouls and unsportsmanlike conduct fouls, and the down will be replayed.
At this time, the Referee will notify the head coach that any further use of this tactic will result in a penalty for unsportsmanlike conduct. Penalty: For Unsportsmanlike Conduct after a warning: Loss of 15 yards from the succeeding spot. If a substitution is made by the offense, the offense shall not be permitted to snap the ball until the defense has been permitted to respond with its substitutions. While in the process of a substitution or simulated substitution , the offense is prohibited from rushing quickly to the line of scrimmage and snapping the ball in an obvious attempt to cause a defensive foul i.
If the offense substitutes, the following procedure will apply:. Note: The quick-snap rule does not apply after the two-minute warning of either half, or if there is not a substitution by the offense. Using entering substitutes, legally returning players, substitutes on sidelines, or withdrawn players to confuse opponents, or lingering by players leaving the field when being replaced by a substitute, is unsportsmanlike conduct.
See l. The offense is prevented from sending simulated substitutions onto the field toward its huddle and returning them to the sideline without completing the substitution in an attempt to confuse the defense. An offensive player wearing the number of an ineligible pass receiver 50—79 and 90—99 is permitted to line up in the position of an eligible pass receiver 1—49 and 80—89 , and an offensive player wearing the number of an eligible pass receiver is permitted to line up in the position of an ineligible pass receiver, provided that he immediately reports the change in his eligibility status to the Referee, who will inform the defensive team.
He must participate in such eligible or ineligible position as long as he is continuously in the game, but prior to each play he must again report his status to the Referee, who will inform the defensive team. The game clock shall not be stopped, and the ball shall not be put in play until the Referee takes his normal position. Note: An offensive player wearing the number of an eligible pass receiver who reports as ineligible must line up within the normal five-player core formed by ineligible players. The player cannot be more than two players removed from the middle player of a seven-player line.
A player who has reported a change in his eligibility status to the Referee is permitted to return to a position indicated by the eligibility status of his number after:. Penalty: If a player fails to notify the Referee of a change in his status when required, or an offensive player with an eligible number reports as ineligible and lines up outside the tackle box: Loss of five yards for illegal substitution. The communication begins once a game official has signaled a down to be over and is cut off when the play clock reaches 15 seconds or the ball is snapped, whichever occurs first.
Each offensive and defensive team is permitted no more than one player on the field with a speaker in his helmet. Each team is permitted to have a maximum of three active radio receivers to be used on offense by its quarterbacks, and a maximum of three active radio receivers to be used on defense by players who have been designated as a primary and backup users. Clubs that have a player whose principal position is as a non-quarterback e.
When a quarterback enters the game for the first time, or re-enters the game if he has previously been in the game and removed, he must report to the Referee. Whenever the backup defensive user enters or re-enters the game wearing a helmet with a speaker, he must report to the Umpire. If the primary defensive user subsequently re-enters the game wearing a helmet with a speaker, he must report to the Umpire. If the primary and backup players have been removed from the game, no other player may wear the radio speaker in his helmet.
Teams must use other methods to communicate signals to their players. All players that have radio components in their helmet must have a decal, supplied by the League, displayed on the midline of the rear of the helmet. Players who have speakers in their helmets must be identified in the Communication System section of the Game Day Administration Report that is submitted to the Referee or a member of his crew no later than one hour and 30 minutes prior to kickoff.
Penalty: If a player fails to notify the Referee or Umpire of a change in his status when required: Loss of five yards for illegal substitution. Throughout the game-day period while in view of the stadium and television audience, including during team pregame warm-ups, all players must dress in a professional manner under the uniform standards.
The helmet and mandatory padding referenced in Article 3 below are intended to provide reasonable protection to a player while reasonably avoiding risk of injury to other players. The development of Playing Rules should be governed by this Article. Players generally must present an appearance that is appropriate to representing their individual clubs and the National Football League.
The term uniform, as used in this policy, applies to every piece of equipment worn by a player, including helmet, shoulder pads, thigh pads, knee pads, and any other item of protective gear, and to every visible item of apparel, including but not limited to pants, jerseys, wristbands, gloves, stockings, shoes, visible undergarments, and accessories such as headwear worn under helmets and hand towels.
All visible items worn on game day by players must be issued by the club or the League, or, if from outside sources, must have approval in advance by the League office.
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Pursuant to the official colors established for each NFL club in the League Constitution and Bylaws, playing squads are permitted to wear only those colors or a combination of those colors for helmets, jerseys, pants, and stockings; provided that white is also an available color for jerseys and mandatory color for the lower portion of stockings. Each player on a given team must wear the same colors on his uniform as all other players on his team in the same game. Home clubs shall choose their jersey color either white or official team color , and visiting clubs must wear the opposite.
For preseason, regular season, or postseason games, the two competing teams may wear jerseys in their official colors non-white , provided the Commissioner determines that such colors are of sufficient contrast. All players must wear the equipment and uniform apparel listed below, which must be of a suitably protective nature and must be designed and produced by a professional football equipment manufacturer.
All components recommended by the manufacturer must be present and must not be cut, reduced in size, or otherwise altered unless for medical reasons approved in advance by the Commissioner. During pregame team warm-ups, players may omit certain protective equipment at their option, except that helmets, shoulder pads, thigh pads, and knee pads must be worn.
Helmet, Face Protectors. Helmet with all points of the chin strap white only fastened and facemask attached. Clear transparent plastic eye shields are optional. Tinted eye shields may be worn only after the League office is supplied with appropriate medical documentation and approval is subsequently granted. All helmets must carry a small NFL shield logo on the rear lower-left exterior, and an approved warning label on the rear lower-right exterior. Both labels will be supplied in quantity by the League office. Jersey must cover all pads and other protective equipment worn on the torso and upper arms, and must be appropriately tailored to remain tucked into the uniform pants throughout the game.
Tear-away jerseys are prohibited. All jerseys must carry a small NFL Shield logo at the middle of the yoke of the neck on the front of the garment. All fabrics must be approved by the League office prior to production. Such numerals must be a minimum of 8 inches high and 4 inches wide, and their color must be in sharp contrast with the color of the jersey. Smaller numerals should be worn on the tops of the shoulders or upper arms of the jersey.
Small numerals on the back of the helmet or on the uniform pants are optional. Pants must be worn over the entire knee area; pants shortened or rolled up to meet the stockings above the knee are prohibited. No part of the pants may be cut away unless an appropriate gusset or other device is used to replace the removed material. Item 5. Shoulder pads, thigh pads, and knee pads which have been approved by the League office. All pads must be covered by the outer uniform. Basketball-type knee pads are permitted, but must be covered by the outer uniform. Punters and placekickers may omit thigh and knee pads.
Item 6. Stockings must cover the entire area from the shoe to the bottom of the pants, and must meet the pants below the knee. Players are permitted to wear as many layers of stockings and tape on the lower leg as they prefer, provided the exterior is either a : a one-piece stocking that includes solid white from the top of the shoe to the mid-point of the lower leg, and approved team color or colors non-white from that point to the top of the stocking; or b solid color stocking i. Solid stockings must be a consistent color from the bottom of the pant leg to the top of the shoe.
Uniform stockings may not be altered e. Barefoot punters and placekickers may omit the stocking of the kicking foot in preparation for and during kicking plays. Item 7. A player may wear shoes that are black, white, or any Constitutional team color, or any combination of black, white, and a Constitutional team color. Each player may select among shoe styles previously approved by the League office.
Logos, names, or other commercial identification on shoes are not permitted to be visible unless advance approval is granted by the League office. Size and location of logos and names on shoes must be approved by the League office. When a shoe logo or name approved by the League is covered with an appropriate use of tape, players will be allowed to cut out the tape covering the original logo or name, provided the cut is clean and is the exact size of the logo or name.
The logo or name of the shoe manufacturer must not be re-applied to the exterior of taped shoes unless advance approval is granted by the League office. Punters and placekickers may omit the shoe from the kicking foot in preparation for and during kicking plays. Projecting Objects. Uncovered Hard objects, Substances.
Any such item worn to protect an injury must be reported by the applicable coaching staff to the Umpire in advance of the game, and a description of the injury must be provided. Torn Items. Improper Cleats. Shoe cleats made of aluminum or other material that may chip, fracture, or develop a cutting edge. Improper Tape. Opaque, contrasting-color tape that covers any part of the helmet, jersey, pants, stockings, or shoes; transparent tape or tape of the same color as the background material is permissible for use on these items of apparel. Opaque tape either black or white on shoes is permitted, provided it is black or white to match the selected dominant shoe choice of the Club, and provided it does not carry up into the stocking area.
Items Colored Like Football. Headgear or any other equipment or apparel which, in the opinion of the Referee, may confuse an opponent because of its similarity in color to that of the game football. If such color is worn, it must be broken by stripes or other patterns of sharply contrasting color or colors. Item 8. Adhesive, Slippery Substances. It is recommended that all players wear hip pads designed to reasonably avoid the risk of injury. If worn, such pads must be covered by the outer uniform. Among the types of optional equipment that are permitted to be worn by players are the following:.
Garments Under Jerseys. Quarterbacks will be allowed to wear under the game jersey a solid colored T-shirt, turtleneck, or sweatshirt consistent with team undergarment color with sleeves cut to any length, as long as both sleeves are evenly trimmed and the edges are sewn and hemmed. All other players may wear garments under game jerseys only if the undergarment sleeves either a are full length to the wrist; or b are the half sleeve length as provided by the licensee each of which must be approved by the NFL. Players may not wear long-sleeved undergarments that include pebble-grip sleeves.
Undergarments must be tucked in and not hanging out from the bottom of the jersey. All members of the same team who wear approved undergarments with exposed necks or sleeves must wear the same color on a given day, which color must be white or a solid color that is an official team color solid means that sleeves must not carry stripes, designs, or team names.
Players may not wear undergarments with an exposed hood hanging outside the collar of the jersey. Approved Glove Color. Gloves, wrappings, elbow pads, and other items worn on the arms below or over the jersey sleeves by interior offensive linemen excluding tight ends must be of the color that is mandatorily reported to the League office by the club before July 1 each year.
Such reported color must be white, black or other official uniform color of the applicable team, and, once reported, must not be changed throughout that same season. For clubs with a third official uniform color, player non-interior linemen gloves may also incorporate a third official uniform color as an accent only. Clubs are not required to designate to the League office by July 1, the color of gloves that will be worn by their non-interior linemen. Rib Protectors. Wristbands, provided they are white or black only. Towels, provided they are white licensed towels approved by the League office for use on the playing field.
Players are prohibited from adding to these towels personal messages, logos, names, symbols, or illustrations. Such towels also must be attached to or tucked into the front waist of the pants, and must be no longer than 6 by 8 inches slightly larger size may be issued to quarterbacks, or may be folded to these limits for wearing in games.
A player may wear no more than one towel. Players are prohibited from discarding on the playing field any loose towels or other materials used for wiping hands and the football. Streamers or ribbons, regardless of length, hanging from any part of the uniform, including the helmet, are prohibited. When players are on the field, during the pregame, game, and postgame periods, they may wear approved caps, skull caps and bands, approved cold weather gear, or other approved headwear for medical purposes only, as determined by the Commissioner. Any permissible headwear must be approved by the League office, and if worn under the helmet, no portion may hang from or otherwise be visible outside the helmet.
Players are not permitted to wear bandannas, stockings, or other unapproved headwear anywhere on the field during the pregame, game, or postgame periods, even if such items are worn under their helmets. The size of any approved logo or other commercial identification involved in an agreement between a manufacturer and the League will be modest and unobtrusive, and there is no assurance that it will be visible to the television audience.
All such items approved by the League office, if any, must relate to team or League events or personages. Consistent with the equipment and uniform rules, players must otherwise present a professional and appropriate appearance while before the public on game-day.
Among the types of activity that are prohibited are use of tobacco products smokeless included while in the bench area and use of facial makeup. For violation of this Section 4 discovered during pregame warm-ups or at other times prior to the game, player will be advised to make appropriate correction; if the violation is not corrected, player will not be permitted to enter the game. For violation of this Section 4 that is discovered while player is in the game, and which involves the competitive or player safety aspects of the game e.
For any other violation of this Section 4 e. For violation of this Section 4 detected in the bench area: Player and head coach will be asked to remove the objectionable item, properly equip the player, or otherwise correct the violation. The involved player or players will not be permitted to enter the game until the player has complied. For illegal entry or return of a player suspended under this Section 4: Loss of five yards from succeeding spot and removal until properly equipped after one down.
For repeat violation: Disqualification from game. A free kick is a kickoff or safety kick that puts the ball in play to start a free kick down. Note: During a placekick on a kickoff, the kicking team may use a manufactured tee that is one inch in height and approved by the League. Once the ball has been placed on the kicking tee, the kicking tee cannot be moved. If the ball falls off the tee, the covering officials must stop play and restart the timing process without penalty to the kicking team. If the ball falls off the tee a second time during the same free kick down, the kicking team then must either use a player to hold the ball or must kick it off the ground.
The ball may be placed on the ground leaning against the tee, provided the tee is in its normal upright position. The restraining lines for a free kick shall be as follows, unless they are adjusted because of a distance penalty:. Note: A holder for a free kick counts as one of the required five players on either side of the ball , regardless of where he is positioned.
The holder is never counted as one of the required two players between the inbounds line and the top inside of the numbers, regardless of where he is positioned. Penalty: For a player being beyond the restraining line when the ball is kicked offside , a player being out of bounds when the ball is kicked, or either team being in an illegal formation when the ball is kicked: Loss of five yards. A free kick ends when either team possesses the ball, or when the ball is dead, if that precedes possession. A running play begins when the receiving team establishes possession of the ball.
For the exception prohibiting a block in the back by the kicking team while the ball is in flight, see b-Note. Penalty: For an illegal wedge block or an illegal double-team block: Loss of 15 yards. If the foul occurs during the kick, enforcement is from the spot of the foul. If the foul occurs during the return, the penalty is enforced as customary. A player of the receiving team is not permitted to run into the kicker before he recovers his balance. See also h for personal fouls against the kicker. The kicking team may not kick the ball out of bounds or be the last to touch the ball before it goes out of bounds between the goal lines.
If the receiving team is the last to touch the ball before it goes out of bounds, the receiving team puts the ball in play at the inbounds spot. Penalty: For a kickoff out of bounds: The receiving team may elect to take possession of the ball 25 yards from the spot of the kick or at the out-of-bounds spot.
Penalty: For a safety kick out of bounds: The receiving team may elect to take possession of the ball 30 yards from the spot of the kick or at the out-of-bounds spot. Ball Reaches Restraining Line. Penalty: For illegal touching of a free kick by the kicking team: Loss of five yards, or the receiving team takes possession of the ball at the spot of the illegal touch. Player Out of Bounds. If a kicking team player touches the ball before re-establishing himself legally inbounds, it is a free kick out of bounds. Penalty: For illegal touching of a free kick by the kicking team: Loss of five yards.
If there is a foul during a free kick, enforcement is from the previous spot, and the free kick is made again. However, if the kicking team commits a foul prior to the end of the kick, and the receiving team retains possession throughout the down, it will have the option of enforcing the penalty at the previous spot and replaying the down or adding the penalty yardage to the dead-ball spot. After the ball has been declared ready for play, it becomes a live ball when it is legally snapped or legally kicked a free kick or fair catch kick.
The ball remains dead if it is snapped or kicked before it is made ready for play. Note: The game clock will not stop when this occurs, and the play clock will be reset to 40 seconds. Penalty enforcement following the play is as ordinary for fouls during runs or kicks. The ball is not dead because it touches an official who is inbounds, or because of a signal by an official other than a whistle. The forward part of the ball in its position when it is declared dead in the field of play shall be the determining point in measuring any distance gained or lost.
The ball shall be rotated so that its long axis is parallel to the sidelines before measuring, while maintaining the forward most point. Note: When an airborne player of either team completes a catch or interception inbounds after an opponent has driven him backward, the ball is declared dead, and forward progress is awarded at the spot where initial contact by the opponent was made after the player established firm grip and control of the ball while in the air.
After the neutral zone has been established ball is made or declared ready for play , an offensive player may not make a false start, a defensive player may not encroach initiate contact with a member of the offensive team or commit a neutral zone infraction, and no player of either team may be offside when the ball is put in play. It is a False Start if the ball has been placed ready for play, and, prior to the snap, an offensive player who has assumed a set position charges or moves in such a way as to simulate the start of a play, or if an offensive player who is in motion makes a sudden movement toward the line of scrimmage.
Any quick abrupt movement by a single offensive player, or by several offensive players in unison, which simulates the start of the snap, is a false start. Exception: This does not apply to an offensive player under the center who turns his head or shoulders, unless the movement is an obvious attempt to draw an opponent offside. Note: See d , for actions by a defensive player who attempts to cause an offensive player to commit a false start. Interior Lineman.
It is a False Start if an interior lineman tackle to tackle takes or simulates a three-point stance, and then changes his position or moves the hand that is on the ground. An interior lineman who is in a two-point stance is permitted to reset in a three-point stance or change his position, provided that he resets prior to the snap. If he does not reset prior to the snap, it is a False Start.
Eligible Receiver. If all 11 offensive players have been set for at least one full second, and an eligible receiver who is on the line of scrimmage moves forward, it is a False Start, regardless of whether the action is quick and abrupt or slow and deliberate. If an eligible receiver who is on the line of scrimmage moves backward immediately prior to the snap and does not reset before the snap, it is a False Start.
Any eligible receiver is permitted to change from a two-point stance to a three-point stance, or from a three-point stance to a two-point stance, provided he resets prior to the snap. If he does not reset, it is a False Start. Player Under Center. It is legal for a player who has taken a position under or behind the center to go in motion, whether he has placed his hands under center, on his knees, or on the body of the center. However, it is a False Start, if the action is quick and abrupt. If the player fails to come to a complete stop for at least one full second prior to the ball being snapped, it is Illegal Motion.
But it may not just be a question of economic theory. In Germany, lawmakers have debated whether to ban banks from passing negative rates on to retail depositors. In Denmark, politicians have voiced concerns. This entire discussion is a sign that there is something completely wrong in the economy.
Other lawmakers made a similar point. But whether banks lend more or consumers deposit less, the monetary upshot is likely to be broadly the same. Instead, he expects Danes to contribute more to their pension savings. According to the central bank, aggregate deposits totaled 1 trillion kroner as of July.
But if more commercial banks start extending negative rates to ordinary Danish savers, the mythical lower bound in interest rates might finally have been reached, according to Nielsen at Nordea. Adds lawmaker comment. To contact the reporters on this story: Nick Rigillo in Copenhagen at nrigillo bloomberg. For more articles like this, please visit us at bloomberg. No matching results for ''. Tip: Try a valid symbol or a specific company name for relevant results.