In sports, running out the clock (also known as running down the clock, stonewalling, killing the clock, chewing the clock, stalling, timewasting (or time-wasting) or eating clock) is 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. Such measures expend time, but do not otherwise have a tactical purpose. This is usually done by a team that is winning by a slim margin (or, occasionally, tied) near the end of a game, in order to reduce the time available for the opposing team to score. Generally, it is the opposite strategy of running up the score.
Approaches to running out the clock differ, particularly between sports. In some cases it is considered a normal aspect of the game, whereas in others it is considered unsporting. The term "timewasting" has pejorative implications and is generally reserved for varieties of football. In other timed sports, including basketball, gridiron football, and hockey; the more neutral term "running out the clock" is more commonly used.
In American football, each quarter of a game is measured with a 15-minute game clock, or 12-minute clock in many high school football codes and the German Football League. 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 minimal prospect for a large gain in yardage (or even, particularly with quarterback kneels, a modest 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. Passing plays always carry the risk of interception, and spread the offense widely across the field, which makes tackling after an interception much harder compared to a fumble. 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 turnover resulting in a score or significant gain for the defense. Relatively safe, short, West Coast offense-type passes can be, and sometimes are, included in attempts to run out the clock, especially if more yardage is needed to earn a first down and maintain possession.
In both professional and college football, the offense has 40 seconds (in the Alliance of American Football, 30) 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 first 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", one 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 fourth 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 or other turnover. (The AAF lets teams run out the clock on three straight victory formations from 90 seconds left in regulation.)
Conversely, a team that faces the risk of the other team running out the clock may attempt to force its opponent to score so it can quickly get the ball back. In Super Bowl XLVI, for example, the New England Patriots were ahead of the New York Giants 17–15 with 1:04 left in the fourth quarter. The Giants were at the Patriots' six-yard line, however, and the Patriots had only one time-out left. The Giants elected to run out as much time as possible and then kick a relatively short field goal to take a late lead. Had the Giants been successful in this strategy it would have left the Patriots with no timeouts and less than 20 seconds remaining to score. The Patriots thus let Ahmad Bradshaw score a touchdown in hopes of scoring a touchdown of their own before the game's end. Bradshaw, aware of the Patriots' strategy, attempted to stop himself from crossing the goal line but was unsuccessful as his momentum carried him forward. The Patriots then received the ball with 57 seconds remaining, but failed to score, and the Giants won 21–17.
Rule differences between the two codes mean than in Canadian football running out the clock is much more limited. The specific differences are:
A Canadian football side on offense with a full set of downs can run just over 40 seconds off the game clock, a third of what is possible in American football.
Timewasting in association football consists of two forms, extending the length of stoppages when the ball is out of play, and, while the ball is in play, playing in a way as to keep possession of the ball as long as possible rather than attempting to score. The former should, in theory, be negated by the addition of an equal amount of stoppage time, but teams nevertheless employ a variety of such methods.
A common timewasting tactic is to make substitututions late in the game, lengthening the duration of stoppages while the change is made. Players may also feign injury, kick the ball away, obstruct the taking of a quick free kick by an opposing player, or delay the taking of their own free kicks or throw ins. If the referee considers a delay to be unreasonable, the offending player may be given a yellow card.
A common tactic often involves carrying the ball into the corner of the field and shielding it from the defender. This will commonly lead to a free kick if the frustrated defender budges the player out of the way, or it can also lead to a throw-in by the defender placing a tackle and managing to legally make contact with the ball so close to the line it often rolls out of play. This can be repeated to continue timewasting.
Both types of timewasting are generally viewed negatively, though only the former is contrary to the game's rules. Referees are empowered to book players whom they feel are delaying the restart of play and several amendments to the Laws of the Game and guidance to match officials have been made to prevent timewasting, including progressively stricter restrictions on how long possession can be mainstained by goalkeepers. The back-pass rule was introduced in 1992 in order to prevent timewasting by defenders repeatedly passing the ball back to their goalkeeper.
An amendment to the Laws attempting to mitigate timewasting substitutions was made in 2019 — players are now required to leave the pitch at the nearest boundary, rather than making an often long and slow walk back to their teams' technical area.
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.
Late in a close game players who have marked the ball will often attend to their uniforms such as tucking in jerseys or pulling their socks up along with over zealous stretching in an effort to milk the clock. Players kicking for goal are now given no more than 30 seconds to take their kicks, while in general play they are only given 7 seconds, after which "play-on" is called. According to the laws, wasting time is either (a) a free kick to the opposing team (15.10.1.a), (b) a 50-metre penalty (18.1.b), or (c) a reportable offence if it is judged to be intentional, reckless or negligent (19.2.2.g.iv).
In the National Rugby League (rugby league), anti-time wasting measures include countdown clocks to achieve timely formations of the scrum and execution of line drop-outs, calling of time-off during the last five minutes of the match when a try has been scored, or when a conversion attempt runs longer than 80 seconds.
In basketball game clock stops when the ball is dead and runs when it is live.
Running out the clock was a major problem in the early days of the NBA. Often, once a team grabbed the lead, they would spend the remainder of the game just passing the ball back and forth, in what was called stall ball. The only hope for the other team was to commit fouls and to score on free throws. The worst example was a 1950 game with a final score of 19-18. Another game the same year had six overtime periods with only a single shot attempted in each.
The NBA responded to these problems when Danny Biasone invented the shot clock. This required a team that gets possession of the ball 24 seconds to make a shot at the basket. This effectively eliminated stall ball and in the NBA's own words, "Biasone's invention rescue[d] the league." Today, shot clocks are used in nearly all basketball leagues.
Most clock management in modern basketball centers around both the game clock and the shot clock. An offense nearing the end of a game and holding a slim lead will attempt to use up as much of both clocks as possible before shooting the ball to give the opposing team as little time as possible to respond.
To combat this, defenses routinely commit intentional personal fouls by making contact with the person in possession of the ball, immediately forcing them to take free throws and stopping the game clock (when the player being fouled is a known poor free throw shooter, this strategy is known as hack-a-Shaq); once the free throws are taken, the fouling team then gets possession of the ball. The defensive team thus gets the ball back sooner by committing the foul than they would by playing clean and allowing the offense to run out the clock.
A team must advance the ball from its defensive square to the midfield line within 20 seconds and then into the offensive square within 10 additional seconds or lose possession; additionally, a team in possession that appears to be Stonewalling by not attacking the goal may be ordered by the referee to stay within the attacking box or lose possession. Additionally, Major League Lacrosse and most forms of indoor lacrosse employ a shot clock as with basketball.
A team which shoots the puck forward from their half of the ice over the opposing team's goal line in an effort to stonewall is guilty of icing, and the puck is brought to the other end of the ice for a face-off. The rule is not in effect when a team is playing shorthanded due to a penalty. Additionally, a player (usually a goalkeeper) may be charged with a minor (two-minute) penalty for delay of game for shooting the puck over the glass and out of play. A leading team may pass the puck to the defense who will then retreat in his zone. During a power play, the shorthanded team will try to ice the puck in order to gain time until the penalty time ends.
A 30-second shot clock is employed, in much the same manner as college basketball.