This post will talk about the topics of timeouts, halftime, and overtime.
For timeouts:
- Types of timeouts
- Who can call a timeout
- Timeout reporting
- Timeout administration
- Resuming play
For halftime:
- Duties during halftime
- Resuming play
For overtime:
- Overtime period length
- Rules about OT periods
Note: The information listed here is according to the NFHS rulebook and may not be applicable to all leagues. Additionally, the information listed here is not exhaustive as it will dive into particulars as it relates to stoppages of play, but this is a high-level primer on these topics.
Click on the tabs below to find out more about each topic.
There are three types of timeouts: full timeouts, 30-second timeouts, and official timeouts. Official timeouts are called by the referees to resolve an issue such as injury, untied shoelaces, discrepancy on the scoreboard, discrepancy in the scorebook, etc.
Full timeouts are 60 seconds in length. 30-second timeouts are 30 seconds in length. Official timeouts are indeterminate in length in order to resolve the situation that warranted the official timeout.
Number Allowed
Each team team is granted 5 timeouts for the game with the following breakdown:
- 3 full timeouts
- 2 30-second timeouts
Note: Each individual league may elect to supersede the number and duration of timeouts. Please visit the rules for each individual league to find out what the specified number of timeouts are.
When Can a Timeout Be Granted
- The offensive team can call and be granted a timeout as long as there is player control of the ball.
- Any team can call and be granted a timeout when the ball is dead.
- No team may be granted a timeout if there is a held ball (there is no possession).
Do not grant a timeout unless (1) you know which team is asking for it and (2) if that team is allowed to be granted the timeout.
When calling an official's timeout, use judgement. For example, if the timeout is for untied shoelaces, it's not the best opportunity to stop play if the offensive team have an immediate opportunity to score. In this play, after the try is successful or after the defense secures control of the ball, then a official's timeout can be granted to resolve the safety issue of untied shoelaces.
Note: If the official's timeout is for injury, play may be stopped depending on the severity of the injury even if the offensive team has an immediate opportunity to score. Error on the side of caution and safety.
When calling an official's timeout, use judgement. For example, if the timeout is for untied shoelaces, it's not the best opportunity to stop play if the offensive team have an immediate opportunity to score. In this play, after the try is successful or after the defense secures control of the ball, then a official's timeout can be granted to resolve the safety issue of untied shoelaces.
Note: If the official's timeout is for injury, play may be stopped depending on the severity of the injury even if the offensive team has an immediate opportunity to score. Error on the side of caution and safety.
Timeout Administration
The official that grants the timeout must find out if the coach wants a full timeout or 30-second timeout and report this information to the scorer's table. The official who is not administering the timeout should get the ball and go to the inbounding spot.
Note: The official/ball should be at the inbounding spot to tell coaches/teams where the ball will be put back into play. This allows the coach to draw up a play based on the spot.
Note: The official/ball should be at the inbounding spot to tell coaches/teams where the ball will be put back into play. This allows the coach to draw up a play based on the spot.
When asking for a timeout, coaches will often just say "Timeout!" so the official granting the timeout should ask the coach "Coach, 30 or full?" After determining what type of timeout is requested, the administering official needs to report this to the table so the scorebook keeper can track the number of timeouts taken and remaining per team.
To report the timeout, the administering official should about 10-15 feet away from the scorer's table to report the timeout. There are three things that needs to be reported:
- Color of the team who the timeout is granted for
- Who called the timeout (Coach or player)
- What type of timeout it is
Warning Horn/Whistle
A warning horn or whistle shall be sounded with 15 seconds prior to the expiration of the timeout to get the teams back onto the court. When the timeout expires, ideally the ball should be put into play.
Do not let teams dictate the length of the timeout. Practice game management in getting the players back on the court and play started.
The administering official is responsible for keeping track of how much time has eclipsed. Once the warning whistle sounds, both officials have equal responsibility in getting the teams back on the court and ready for play.
The administering official is responsible for keeping track of how much time has eclipsed. Once the warning whistle sounds, both officials have equal responsibility in getting the teams back on the court and ready for play.
Putting the Ball In Play
Following the timeout, the official inbounding the ball should sweep the floor and verify that each team has 5 players on the court. The inbounding official should also check to verify that the other official is in the right spot and that play is going in the right direction.
After sweeping the floor, the inbounding official has the responsibility of putting the ball in play.
Full Sequence
Following the timeout, the official inbounding the ball should sweep the floor and verify that each team has 5 players on the court. The inbounding official should also check to verify that the other official is in the right spot and that play is going in the right direction.
After sweeping the floor, the inbounding official has the responsibility of putting the ball in play.
Full Sequence
- A1 (Red team) has the ball and is trapped in the corner. Coach A calls "Timeout!"
- Official #1 acknowledges the timeout, verifies that A1 has player control of the ball.
- Official #1 blows his whistle, puts his land up with an open hand, and says "Timeout, Red!"
- Official #1 asks Coach A "Coach, full or 30?" to which Coach A replies "30 seconds."
- Official #1 goes to the scorer's table to report the timeout: "Red, Coach, 30 second timeout."
- Official #2 gets the ball and goes to the inbounding spot.
- Official #1 waits till there is 15 seconds remaining in the timeout and blows the warning whistle to get teams ready to play.
- Official #1 waits until the timeout is over and blows the ready to play whistle. All of the players should be back on the court and ready to play at this time.
- Official #2 inbounds the ball and follows the inbounding procedures.
Halftime/End of Period
After the conclusion of a period, teams have 60 seconds (essentially a full timeout) to rest and for the coaches to communicate with their players. As with a timeout, the officials should blow the ready to play whistle with 15 seconds remaining and by the end of the 60 seconds, the teams should be ready to play.
Halftime length is determined based on each individual league and the level of play. Typically in house leagues, it's set for 3 minutes.
Officials can use the time after the end of a period and during halftime to catch their breath, but it's an opportunity for officials to practice game management and be competent communicators.
Communicating With Each Other
- Reflect on how the game is going. Were there any calls that were 50/50 (marginal)? Are there any players that are problem players? Was there anything to note that the officials need to be on the same page on?
- Think of how this next quarter/half will go. Is it a close game so will players be more physical? Is it a blow out game so do we need to practice game management?
Game Management
- Check the score book and determine how many timeouts each team has.
- Check the score book and determine if there are any players in foul trouble. This is important because if a player has 4 fouls, then we shouldn't foul out the player on a ticky-tack foul.
Example:
- Crew communication: "Hey, this is a chippy game and defenders are starting to get a little too physical on the ball handler. Let's keep an eye out for that in the second half. #3 on blue likes to camp in the lane and I've been warning him to get out so we need to keep an eye out on that. This is a close game so teams will be playing more physical defense and we may get into a situation where the losing team will try to foul. We need to be aware of that."
- Game management: "Okay, #3 blue has 3 fouls on him and #4 red has 4 fouls on him. Let's make sure they earn those next fouls. If it's a foul and there's disadvantage, let's call it, but let's not call marginal contact that has no effect on the play."
- Game management: "Hey Coach, you have 2 timeouts remaining for the game."
Overtime is a special topic. According to NFHS rules, each overtime period is 4 minutes (Rule 4-17) and an unlimited number of overtime periods will be played until a winner is determined. However, many leagues decide to supersede the NFHS rules in an effort to finish games on time. To find out what the overtime rules for each specific league, please visit the rules for each individual league.
Overtime length aside, the following principles/rules apply to overtime:
- Overtime periods will start with a jump ball
- Teams will go in the same direction they were going in the second half (towards their bench)
- Unused timeouts carry over into the overtime period
- Each team will be granted one additional full timeout
- Personal fouls carry over into the overtime period
- Team foul count from the second half carry over into the overtime period
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