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OVERTIME PRIOR TO PLAY

OVERTIME PRIOR TO PLAY A three minute intermission is taken after the fourth quarter ends, during which teams may confer with coaches. Any subsequent overtime periods, there is a two minute intermission between each period

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OVERTIME PRIOR TO PLAY

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  1. OVERTIME PRIOR TO PLAY • A three minute intermission is taken after the fourth quarter ends, during • which teams may confer with coaches. Any subsequent overtime periods, there is a two minute intermission between each period • After the three minute intermission a coin toss is conducted. The winner of • the coin toss may choose to play defense, offense, or choose the end of the field they wish to play on. The loser of the coin toss may have one of the two remaining options. 3. There is only one coin toss no matter how many overtimes are played. If any • subsequent overtimes must be played, the choosing of the three options are • rotated. NOTE: The deferring of the choice of options is not allowed. REFEREE’S MAKE SURE COACHES UNDERSTAND THE IMPLICATIONS OF ANY CARRY OVER PENALTIES

  2. OVERTIME DURING PLAY • All play during any given overtime period takes place at the same end of the • field • The line to gain is always the goal line, even if moved by a penalty. (You • can’t have 1st and 10 during an overtime period. It will always be first and goal.) 3. Unless moved by penalty, Team A puts the ball in play at the 10 yard line. • Team A can elect to put the first snap in play anywhere between the hash • marks. 5. If the try is not necessary to determine the winner, it is not attempted. 6. The ball is dead if Team B gains possession. 7. Post scrimmage kick enforcement does not apply during an overtime period. 8. Only the 25 second play clock is used. • Each team is allowed one timeout in each overtime period. Any unused second half timeouts do not carry over and unused timeouts during any overtime period do not carry over to any subsequent overtime period.

  3. CARRY-OVER PENALTY ENFORCEMENT

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