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When the clock is running low, it is not uncommon for a quarterback to spike the ball to stop the clock, either to set up for the next play or bring on the special teams. Here though, the objective is to trick the defense into believing that no downfield play will be run.
This restriction does not apply in the NFL, where a legally-executed spike will stop the clock provided it is performed with at least one second on the clock. A spike can only be legally performed when the passer is under center, performs the spike immediately after the snap in a single continuous movement, and when the game clock is running.
The Clock Play was a famous trick play in American football, immortalized in what came to be known as the Fake Spike Game, [1] played on November 27, 1994. The contest was played by the National Football League (NFL)'s Miami Dolphins and New York Jets [ 2 ] that featured one of the most famous comeback plays in league history. [ 3 ]
Rattler spiked the ball to officially stop the clock. There were three seconds left on the clock after Rattler spiked the ball. On the next play, Rattler threw a touchdown pass to Moreau. The ...
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In gridiron football, clock management is an aspect of game strategy that focuses on the game clock and/or play clock to achieve a desired result, typically near the end of a match. Depending on the game situation, clock management may entail playing in a manner that either slows or quickens the time elapsed from the game clock, to either ...
In Canadian football, the three-minute warning is given when three minutes of game time remain on the game clock in the first and second halves of a game. (If the ball is in play when the clock reaches 3:00, the three-minute warning is given immediately after the ball is declared dead.) The three-minute warning stops the game clock in all cases.