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League News Runclock rule refresher
Date Posted Wednesday, March 17, 2010 11:15 PM
Posted By: yumy
1. runclock is 3:30. This is a runclock NOT a shotclock. Runclock turns off when the ball enters the white box inside the nme goal.
2. runclock from the previous team is cancelled after an opponent steals it and completes one safe pass. If the opponent is past their own 30, their runclock will start then, otherwise it will start when they pass it.
3. if a runclock expires, the opposing team will be awarded the ball and must be allowed to pick it up 1st and complete a pass.


Comments:
Dexter`::
Say a team brings the ball in with a minute left on it, attempts a shot but misses, everyone gets killed off except for two players on the shooting team who manage to bring it out of the goal area, and keep possession until the rest of their team comes back; I'm assuming the runclock would be reset back to 3:30 in that scenario?
Realm::
If a team takes a shot and the ball crosses over the white line inside the enemy goal, as per yumy's list, the runclock is stopped. Technically if the ball once again goes outside of that white line the run clock is supposed to be started again from scratch (3:30), but since that's a bit extreme most refs don't do it (as the shot will be attempted momentarily). If the ball comes out of the goal however by the team that was just on the offensive, the run clock should be started at 3:30 once again. Can this be abused? Sure. Can it be abused without possible consequence of losing possession? Not likely. The sole purpose of the runclock was to prevent huge stallfests, not to be an end-all-be-all. (I know this wasn't part of your question, just anytime there's a response, people ask further questions.)
yumy::
the rules were incorrectly posted @ first, I had wrote team instead of ball which is why dexter was confused. it's fixed now, and realm explained it great.
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