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Accept: ball on B's 10, clock was stopped due to the incomplete pass, start on the snap Decline: ball on B's 5, clock was stopped due to the incomplete pass, start on the snap b) Illegal Shift - live ball foul Accept: ball on B's 10, clock was stopped due to the incomplete pass, start on the snap Decline: ball on B's 5, clock was stopped due to the incomplete pass, start on the snap If, for whatever reason, you decided the the penalty was a false start and not an illegal shift then: b-1) False Start - dead ball foul Accept: ball on B's 10, clock was running and then stopped due to the DB penalty, start on the ready, extend if A can't get another play Decline: ball on B's 5, clock was running and then stopped due to the DB penalty, start on the ready, don't extend
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Mark NFHS, NCAA, NAFA "If the rule you followed brought you to this, of what use was the rule?" Anton Chigurh - "No Country for Old Men" |
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From POE in this years Rules Book!
If the offensive team executes a shift in such a manner that simulates action at the snap, the foul is a false start and not an illegal shift. The manner in which offensive players execute shifts or go in motion can be fouls for a false start, but never for illegal shifts. |
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Quote:
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Mark NFHS, NCAA, NAFA "If the rule you followed brought you to this, of what use was the rule?" Anton Chigurh - "No Country for Old Men" |
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I agree with everything except extending the qtr. Only extend the Qtr on live ball fouls.
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Experience is something you don't get until just after you need it.
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A note of caution. If there was a live ball foul (illegal shift, illegal motion) during the down, where the result was an incomplete pass, the subsequent play would start with the snap whether the penalty was accepted or not.
If a dead ball foul occured (false start, encroachment) the status of the clock would be determined by the action of the previous play. The example suggests the clock was running, so the clock would stat on the RFP, and if the game clock expired before the snap, the game is over |
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