Kill the Clock

The leading team has the ball and just runs (or kneels) every down. Can the trailing team still get it back, and with how much time?

2:00
Trailing team timeouts
Leading team's down
Play call on 1st–3rd down
4th down is always a punt.
Snap through the end of the return.
The play clock is 40 s. Offenses usually snap with 1–3 s left, so 37–39 is realistic.

How it plays out

Trailing team uses its timeouts in the spots that save the most time.

    Most clock the leader can kill

    With your current play-time and clock settings. If the game clock is at or under this number, the trailing team never gets the ball back. Tap a cell to load it.

    The standard rule

    Coaches carry this as a "take a knee" chart. The usual NFL version: on 1st down, kneeling three times runs it out if the clock is under about 2:00 with no defensive timeouts, 1:20 with one, and 0:40 with two. Add roughly 40 seconds if the clock is already running before the first snap.

    This calculator also counts the 4th-down snap and the time each play takes, so its numbers run a little higher than the rule of thumb. On 4th down the leader punts, and the trailing team gets the ball with whatever is left after the punt.

    Not modeled: the 10-second runoff for offensive penalties after the 2:00 warning, first downs gained along the way (which reset the downs and usually end it), and fumbles.