A U.S. Soccer Match
Principle
A football game lasts 4 quarter-time of 15 minutes. Game time is effective because the clock stops spinning in various cases. In reality a match lasts about three hours.
Quarter between 1-2 and 3-4 teams change ends of the ground and the ball is moved in the same place proportionally.
At halftime, the two teams return to the locker room for 15 minutes. On their return, a new kick of commitment is given by the team that received in the first half.
In the field, two teams of 11 players each. (See the "Players and Positions")
The goal of the game is to score as many points as possible in all cases, more than the opponent. To achieve this, there are three ways:
touchdown on six points: the ball carrier enters the opponents' end with the ball (no need to flatten unlike rugby). The TD is completed by 1 or 2 points in the form of an action that starts the 2-yard line. 1 points if a kick is so successful field goal and 2 points if it's a worn ball in the in-goal (as a TD). This second option is chosen only in rare cases as much more difficult to accomplish.
the field goal three points: the attack is blocked in its progression but is close enough to try opposing poles of a kick.
safety on two points: very rare: the ball carrier is tackled in his own in-goal area. The team that suffers the safety gives a free kick 20 yards from her. This is a kick usually given by the punter. The action does not begin with a traditional throw-in where the two squads face each other on the line of scrimmage. The ball is in the hands of the kicker (like referring to 22 meters in rugby). The release has not allowed out of bounds unlike a punt.
The Coin Toss
This is the draw, throw (toss) room (area).
The team that wins it will choose to initiate or receive first. In general, the winner chooses to receive the first possession.
The Kickoff
This is the kickoff.
The ball is placed on the line 30 yards of the team that will defend. Kicker commits and pat as far as possible. He has the right to send the ball into the in-goal or beyond it but not touch, otherwise a penalty is whistled ("Illegal Procedure"). The player receiving the ball may call a fair catch (Fair Catch) or up the field until it is plated or so into touch. The place is made the fair catch or where its progress stops indicates where will begin the first offensive action of the squad. If the ball goes by the in-goal or if the receiver requests a stop stolen in this same in-goal, the ball is placed on the 20 yard line (corresponds to the reference to 22 meters of rugby) is a touchback.
The Drive
This is the sequence of actions performed by the attack, also known as offensive series.
The attack has 4 attempts (Downs) to cover a minimum of 10 yards. If she gets there, she obtained a First Down ie a new series. The first and downs are linked together until it is stopped or comes into the End Zone (in-goal) for opposing touchdown.
The attack is led by its quarterback. It has two ways to advance the leather:
the race is the safest but slowest. The quarterback gives the ball in the hands of its rider (Hand Off or pitch) that will run forward as far as possible. This method is, but it differs from rugby by the fact that the runner's teammates have the right to help them progress in hitting (but not by plating) the defender tries to tackle him: this is the Block, probably One of the most spectacular actions of the sport.
The only risk the Fumble. The carrier drops the ball is alive and will be made to the first team that will hand over. If the runner is tackled in bounds, the clock stops seeded but if he leaves.
the password: # 1 Specificity of foot us, the quarterback has the right to launch one forward pass per share. This has the advantage, if successful, can cover an enormous amount of ground but is risky because a defender can intercept it. Losing a fumble or intercept a be a launch is Turnover (loss of possession). A pass is known as "completed" if the receiver takes control of the ball in bounds. If going to the sidelines, it should at least get your foot in the playground after having seized the leather to confirm receipt (2 feet in NFL). If the throw hits the ground, the pass is called "incomplete". The action is stopped and the timer. The ball is placed in the same place at the outset of the last action and the attack loses one attempt.
The End of the Action
There are four ways to stop an action:
the incomplete pass: run not find catcher and falls to the ground. Consequences: Stop the stopwatch and loss of down (attempted).
plating of the wearer: the ball carrier is tackled (it takes at least one knee) by an opponent.
Consequences: the clock keeps running. The ball is placed where the runner was stopped. If the point of fall occurs on the sides of the field, the ball is refocused on the dotted line (Hashmarks). Hashmarks left if it is left, if right is right. If it is between the hashmarks, the ball will be placed in that exact spot. If vertical progress is sufficient and that the contract for 10 yards in four attempts is filled, the attack gets a first down. Otherwise, the down is lost and you have to play the next action to eventually perform the contract. Important note: only one player who falls or tripping over a teammate can get up as an opponent did not hit.
out of bounds: the wearer goes outside the land. Consequences: stops the stopwatch. For the rest, see the paragraph above the plating of the wearer.
touchdown or field goal: in the case of a successful field goal or a touchdown scored, the action is obviously over. In the case of a missed field goal, the ball is live until it has left no bounds and can be raised by the defense. This is still quite rare.
Tactics
American football is very tactical combinations make the defense work hard and play very dramatically. If the attack is found in a fourth attempt of situations and a few yards to go, she has three options:
the "all or nothing": it will play its fourth attempt to glean the last yard and snatch the first down (or even the touchdown). If she can not do it, the ball changes possession but remains in the same place on the ground.
the punt: it's the kick release. Kicker (Punter) sends the ball as far as possible so that the opponent gets possession deep into his land. The receiving team will try to punt the ball back (as in a kickoff). The two teams face each other like a classic action except that the punter is set back a dozen yards. The center sends him the ball.
the field goal: this is the option chosen when the attack is sufficiently close to the opposing poles (50-60 yards wide maximun). How to kick the punt is very different and transformation in rugby or penalty. Indeed, the two teams face each other like a classical action, but this time there are two players behind the center:
- The Holder, catching and throwing precisely laying the ball on the floor.
- Place the kicker or kicker, took his run-up when Snap (into play) hits the ball and laid by his teammate. This phase of the game is difficult because it requires much concentration and perfect timing.
Contrary to rugby, the kicker can not take his time and place must be compared, not with a ball, but his teammate. However, as with any other action, the ball is always more or less located in the axis of the poles, a field goal can not occur from the edges of the field. If the kick is too short, a defender can grab the ball and try to go back but this happens rarely. In general, the defense gets possession at the spot where the kicker hit and not where the ball was at the time of the snap. This distinction is important because the kicker is placed about 7 yards behind.
Example: The ball is placed before the snap on the 20 yards. The poles being 10 yards behind the line in-goal kicker and 7 yards behind the center, is the attempt of 37 yards. If it fails, the defense will start in attack on his 27 yards (20 7).
Shares
They follow one after the other until the end of the match. Between two actions, there are 40 seconds during which the quarterback gives the tactic to its partners. Players gather in a circle and form the Huddle.
Note: Late 80-early 90's, teams have developed the strategy of the No-Huddle Offense, attack without grouping, which had the effect of accelerating the game and a goal to tire and get ahead of the opposing defense.
Then the two teams line up on either side of the line of Scrimmage (or melee or benefit) that is imaginary horizontal line through the ball. The quarterback position is in turn behind the Center (the center, who will pass the ball between his legs). He says by the time coded signals the beginning of the action or Snap. The few seconds before the snap is highly regulated:
defense: nothing special except that no player should have crossed the line of scrimmage at the snap.
in attack: Players can not move once in position on the line (a single player may be moving laterally and only);
a minimum of 7 players must be on the line of scrimmage at the snap (the QB and two runners having never, there is an alternative that is often taken by a receiver that will be slightly decreased).
The Drive, an example
1st and 10 yards: ball on their own 23-yard: the attack group meets to discuss the tactics chosen by the coach or the quarterback: the Huddle. The tactic is announced as a code that all players know. Then the two teams line up along a line of scrimmage. On this line, the QB can still change tactics in audible signals indicating (Audible). Then the action starts, it's the snap. There will be a pass or a run. The forward pass must be made behind the line of scrimmage. If the quarterback and advance beyond that line, it will no longer have the right to launch the ball forward. Worse, if he does, he will be penalized. In our example, the game is a small 4-yard pass to a receiver who catches and runs over 3 yards before being knocked down. END action, the clock is seeded.
2nd and 3 yards: ball on their own 30-yard: the QB tries a long pass but it is incomplete. END action, the clock stops.
3rd and 3 yards: ball on their own 30-yard: the QB passes the rider who wins two yards and goes out of bounds (which stops the clock). END of the action.
4th and 1 yards: ball on their own 32-yard: it is too far to attempt a field goal (78 yards poles). We can try the all out but if your opponent fails to retrieve the ball thirty yards of our in-goal area. We therefore choose security and we do a release (punt) repel our opponent. Our DRIVE is over, we go in and defend our opponent is prevented from moving forward. One of the most famous "drive" in NFL history is directed by Joe Montana in Super Bowl XXIII.
From the Field
We distinguish between attack and defense in white in blue. The ball is placed on the 24 yards of blue. The attack chooses a background in I: 2 riders are behind the QB and one behind the other. Button, the first plan, we see a sign with the number 3 above: this is the third attempt. Basically, there are two red and white striped mats, they are separated by exactly 10 yards: one on the right indicates the position of the ball when 1st down and the left shows the line that the attack must reach to have a new 1st down. By this simple observation, we realize that we are in a situation of third down and about 6 yards.
Substitutions
They are unlimited. Effective in a pro NFL player is 53.
The Stopwatch
The attack has great control over it. First, the dead time (Time Out) There are three per team per half. It lasts 90 seconds and allows the team to refine the application of tactics and of course to stop the stopwatch. They are very important at the end of halftime. 2 minutes from the end of each half, there is also an automatic time-out called by the referees: Two-Minute Warning. Then a pass uncompleted stops time, ditto if the ball carrier out of bounds.
The Extension or Overtime
In case of tie at the end of the meeting, the two teams play a sudden death overtime (sudden death overtime) for 15 minutes, where the first to score wins. If at the end thereof, the score is still level, the game ends: Draw Game. Obviously, in the playoffs, a winner must be designated. The teams then play a second extension of 15 minutes. Cases of double overtime are extremely rare!
The Land
First, units: 1 yard = 91.4 cm and 1 foot / feet (foot / feet) = 30 cm.
Field
Football pitch us exactly 120 yards long and 53 1/3 yards or 160 feet wide.
It has at each end an in-goal area (END ZONE) 10 yards. The playing field itself is therefore 100 yards and is divided into 10 portions of 10 yards. There are also two other types of subdivisions: transverse lines for 5-15-25-35-45 yards and two rows of dots (HASHMARKS) ranging from yard to yard. They are placed at 70 feet of rows of keys (SIDELINES), in the axis of the posts therefore. They serve, more than being a marker "metric" to place the ball for the next action. No matter where the action was completed, the ball is always replaced between these lines.
The land is divided into two parts: each team has 50 yards and yards counting starts her own line of in-goal (GOAL LINE or GL) and then goes back yard by yard to the center line located at 50 yards. We are now entering the attacking half the number of decreases of 50 yards to the GL. It seems obvious that system and very precise delineation of the land is ideally suited to the U.S. hysteria for Stats.
The posts
The posts have two major differences from those of rugby: they are morphologically typical since only the vertical supports and are placed behind the end zone and not on the line in-goal. The crossbar (CROSSBAR) is 10 feet high (as the basketball ring) and two poles (uprights or POSTS) are separated by 18 feet, 6 inches. They may have a height of 90 feet.
Key locations
Unlike rugby, kick off (KICKOFF) is given from the line 30 yards of the team engaging.
After a safety (plating the ball carrier in his own end zone), the team who is the victim emerges from its own 20-yard.
After a trial (or TOUCHDOWN TD), processing, or to any one (or EXTRA POINT Point After Touchdown) or 2 points (2 points conversion), was started two-yard line of the defending team.