golden sloth said:
MrGPAC said:
BearSD said:
sycasey said:
Anyway, here's a good argument why that rule that automatically stops the clock for an injury is dumb: it actually encourages the defense to try to injure someone if they need extra time.
Yes. In that situation, the coach of the team on offense ought to be able to tell the officials, "Keep the clock running. If we can't get our injured player off the field and run a play before the play clock expires, then give us a delay of game penalty."
Stop the clock for the injured player.
Start the clock at ready to play (when the play clock starts). I swear that's what happens in other circumstances and am shocked it isn't what happens for an injury timeout.
The losing team would start faking injuries to get timeouts in the final two minutes. There is a reason for the rule, but I'm sure it can be updated to address what happened last night. I don't believe Washington's injury should have caused a timeout.
Assuming this is accurate:
https://taso.org/wp-content/uploads/2023/05/2023-NCAA-Football-Rule-Book.pdfQuote:
Starts on the Referee's Signal. For each of the following reasons, the game
clock is stopped on an official's signal If the next play begins with a snap,
the game clock will start on the referee's signal:
...
5. An injury timeout is allowed for one or more players or an official (AR 3-3-5-I-V)
Under article 5:
Quote:
e Following a timeout for an injured player of the defensive team, the play clock shall be set at 40 seconds
So OUTSIDE the last minute of a half, a 40 second play clock is set at the injury and the game clock starts at the referee's signal (with the play clock, allowing the team to bleed 40 seconds off the clock).
However, in the last minute of the half, we get new rules that don't seem to take this into account:
Quote:
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 3-3-9) 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 3-2-4-c-4)
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
FR-56 RUlE 3 / Periods, time Factors and substitutions
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 (AR 3-3-5-VIII and IX)
Specifically:
Quote:
If there is no 10-second runoff the game clock will start on the snap
It is unclear why declining the 10-second runoff changes the rule for the rest of the game. If the defense declines the runoff this gives the defense as many as 40 seconds of time back on the clock for free if they purposely injure the opposition.
Its not like its much better on offense. Purposely injure the opposition to get the clock stoppage AND 40 seconds to snap the ball instead of having to rush to the line.
Either way its rewarding the team that declines the 10 second run off, which is odd because that seems counter to the point of the rule, and completely different from if the penalty occured outside the last minute of each half.