In sports, running out the clock refers to the practice of a winning team allowing the clock to expire through a series of pre-selected plays, either to preserve a lead or hasten the end of a one-sided contest.
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In American football, a 15-minute game clock is used in each quarter of a game. In both college football and professional football the game clock stops when an incomplete pass is thrown or if a player in possession of the ball steps out of the field of play. A team in possession of the lead and the ball will attempt to use up as much of the game clock as possible in order to bring the game to an end more quickly, thus denying the opposition another chance on offense.
Typically, the leading team will execute a series of simple rushing plays (the clock does not stop moving at the conclusion of a rushing play unless the rusher steps out of bounds) or one or more quarterback kneels. A team will often accept a loss of yardage in order to drain more time from the game clock, as time elapsed is considered more valuable than yardage to a team with the lead. Passing plays are not typically used by a team running out the clock, as an incomplete pass will cause the game clock to stop. If the ball passes out of bounds, the clock will also stop. This leads to teams running plays in the middle of the field in order to minimize the chance that the ball will travel out of bounds. Running plays also carry a much lower chance of turning the ball over and of a turn over resulting in a score or significant gain for the defense. Passing plays always carry the risk of interception, and spreads the offence widely across the field, which makes tackling after an interception much harder compared to a fumble.
In both professional and, since the 2008–2009 season, college football, the offense has 40 seconds from the end of the previous play to run the next play. A team running out the clock will allow the play clock (which records the time remaining until a play must be run) to drain as much as possible before running its next play. In the NFL, this is particularly noteworthy due to the existence of the two-minute warning. If the trailing team has no timeouts remaining and the leading team is in possession of the ball with a 1st down at the two-minute warning, they can effectively run out the clock and win the game without running another positive play. With two minutes to go (120 seconds), the offense can take three "knees," each on 1st, 2nd, and 3rd down (using all 40 seconds from the play clock on each), and allow the game clock to expire before having to run a play for 4th down. A similar situation can be had by also achieving a first down inside the two-minute warning. This practice is commonly known as the "Victory Formation," as the offense lines up in a tightly-protective "V" formation to minimize the chances of a fumble/turnover.
Although Canadian football is fairly similar to its American cousin, several differences between the two codes make running out the clock much more difficult in the Canadian game:
These differences make for radically different endgames if the team with the lead has the ball. In the NFL or NCAA, a team can run slightly more than 120 seconds (2 minutes) off the clock without gaining a first down (assuming that the defensive team is out of timeouts). In the Canadian game, just over 40 seconds can be run off.
A similar pattern of play can occur towards the end of association football matches, with a team protecting a lead by retaining possession, standing on or crowding around a stationary ball (particularly in the vicinity of the other team's corner flag), and generally trying to prevent the other team from gaining possession. Tactics like these are seen as unsporting in football; world governing body FIFA has attempted to outlaw teams using stalling tactics (most notably the back-pass rule, introduced in 1992, which forbids the goalkeeper using his hands to pick up a pass from a team-mate), and referees may show a yellow card to any player they feel is excessively trying to kill the game and run out the clock.
In a close game, Australian rules football players will run the clock down by kicking the ball between the defenders while having no intention of a forward thrust, or by advancing the ball with short, low-risk kicks. Each time a mark is taken, the player can run approximately eight seconds off the clock before being required to play on – and may continue to run time off the clock if no opponents pressure them after the call of play on is made. Strategically, running down the clock can be stifled by playing man-on-man defence, in an attempt to force the opposition to kick to a contest, creating the chance for a turnover.
In basketball, teams that are in the lead frequently use a lead protection offense in the late stages of a game - that is, go into a "stall" mode by holding the ball and passing sporadically. At levels where a shot clock is used, teams will take shots only if the clock is nearing zero. If the game is still somewhat competitive, the trailing team will foul the player with the ball to stop the clock and send him or her to the free throw line in hopes of regaining possession, even if it means the other team will score points.