1. Length of Game
- 1.1The official game is 40 minutes (2x20 minute halves) in 5v5. The official game in 7v7 is approximately 1 hour and is detailed on page 50.
- 1.2If there is still time on the game clock when the previous play expires, the game will allow for another play barring a penalty or a score.
2. Game Time Responsibility
- 2.1One of the officials on the field shall be the official time keeper and shall govern the timing regulations in determining the amount of playing time that has elapsed.
- 2.2Only the officials on the field can stop and start the clock. Whenever the officials stop the clock, the clock must be stopped first, then the appropriate signals given.
- 2.3Whenever the game clock is stopped, it will start again on the next snap. The exception to this is following an injury. After an injury, the clock will start with the "Ready for Play" whistle from the Referee or on the snap of the ball depending on the state of the clock prior to the injury. See Pro Clock and Play Clock sections.
3. The Play Clock
- 3.1The play clock starts once the Referee blows their whistle to indicate the teams and officials are "Ready for Play".
- 3.2The play clock is 25 seconds long. Failure by the offense to snap the ball after 25-seconds will result in a Delay of Game penalty.
4. Overtime
- 4.1In the event of a tied game unless otherwise noted on league or tournament regulations, overtime will be played. The period between the end of the game and the start of the overtime halves will be 2 minutes. A coin toss determines first possession of overtime. There will be no time outs granted during the overtime period.
- 4.2Refer to 5v5 and 7v7 rules for the variations in overtime procedure.
5. Time Outs
- 5.1Each team has 2 60-second time outs per half. These cannot be carried over to the second half or overtime.
- 5.2Each team captain will be told when 10 seconds remains in the time out. Teams may shorten the 60 second time period if they both agree.
- 5.3Timeouts can be called by any game official and any player or coach on the field or in the bench area when the ball is dead.
- 5.4Clock will stop for the length of the time out until the ball is snapped.
6. Team Time Outs
- 6.1Stopped time / interrupted play used for an equipment check are not to be charged as a team time out; abuse of this privilege will be penalized for objectionable conduct against the team captain who requested the time out.
7. Injury Time Outs
- 7.1Any official may call an official's time out to allow a team to attend to an injured player. If the time out is called by the officials the injured player must be removed from the field for at least 1 play, unless the injured player's team calls a time out. The officials have full authority to delay the game until the injured player is safely removed from the field.
- 7.2Unnecessary delay in removing the player shall be penalized for delay of game.
8. Pro Clock
- 8.1In the last two minutes of both halves, the clock will stop in the following circumstances:
- To award a first down, also after a change of team possession.
- To complete a penalty.
- When the ball carrier goes out of bounds.
- When a pass strikes the ground.
- When a ball strikes the ground behind the line of scrimmage.
- When a score is made and during and after the following PAT.
- When a charged timeout is granted.
Note: The clock will continue to run if a ball carrier loses possession of the football and it strikes the ground beyond the line of scrimmage.
- 8.2At or following the 2-minute mark of the 2nd half, if the difference in score between the two teams is 25-points or more, the clock will be running time for the remainder of the game, except for injuries and timeouts.