 Section 16 of a Scientific and Practical Treatise on American Football for Schools and Colleges by Henry L. Williams and Amos Alonzo Stagg. This LibriVox recording is in the public domain. Section 16. Signals In the modern game of football it is absolutely necessary that before each play a signal should be given, which will inform every man on the team of the movement about to be executed. Every player has a special duty to perform each time the ball is snapped, and unless he is informed beforehand of the evolution intended, it will be impossible to render the requisite assistance. It is of equal importance that the opposing team should be kept an absolute ignorance in regard to the intention of the play, so that they may not anticipate and thwart it. That code of signals will be best, then, which will indicate in the simplest manner the play intended, while at the same time being unintelligible to opponents. Too frequently such a complicated system of signals is adopted that the players themselves become confused, or at least are unable to comprehend the order upon the instant, and the momentary delay thus caused proves a great disadvantage. There is far less likelihood that the opposing team will be informed by the signal what play is intended, than that they shall discover its possible direction by the position assumed or nervousness betrayed by some one of the backs or rushers. There are three systems of signals which have a practical value, sign signals, word signals, and number signals. Sign signals possess one advantage which neither of the other two can claim. They can be understood with readiness and the most deafening cheering from the sidelines. It often happens that the cheering is so continuous at critical moments during the great matches, where many thousand people are assembled, that for several moments the play is almost paralyzed on the account of the inability of the captain to make his orders heard. It is readily perceived what an advantage it would be to have a code of signals which would direct the play rapidly and unerringly at such a time. On the other hand, there is, perhaps, more danger that the opposing team may notice and soon learn to understand signs than when spoken signals are used, for it is necessary that each man on the side shall look at the quarterback or captain at the time when he gives the signal. Usually this will be when the men are lining up, and this will of necessity attract more or less attention to what it is expressly desired to cover up. Every team would do well, however, to have a complete system of sign signals which they can use at critical times in case of emergency. The following extract from a code once in operation will furnish suggestions which will enable any ingenious captain to devise a practical set. Pull up trousers on right side, R-H between C and R-G. Pull up trousers on left side, L-H between C and L-G. Right hand on right thigh, R-H between R-G and R-T. Right hand on left thigh, R-H between L-G and L-T. Right hand on right knee, R-H between R-T and R-E. Right hand on left knee, R-H between L-T and L-E. Right hand on collar on right side, R-H around R-E. Right hand on collar on left side, R-H around L-E. Right hand on chin, R-T around between L-G and L-T. Right hand on right hip, R-E around the L-E. Pull on jacket lacings, kick down the field. Similar motions with the left hand will direct corresponding plays in the opposite direction. The motions should be made so naturally that they will not attract attention, but in deciding upon movements care should be taken not to select those which will be used involuntarily, unless signals be given sometimes without intention. The system of world signals peculiar expressions such as, brace up now, now brace, hold your men hard, tear up this line, we must do better now, and the like, introduced by the captain with a few offhand sentences before each play, direct the next movement. Again, speaking to the left tackle may indicate that the left half-back is to run around the right end, each man being made to indicate a different evolution, and a word of encouragement or blame thus be made the signal for the next play. Perhaps the system of signalling by numbers is most simple and satisfactory, for it admits of a great variety of combinations, and the key will not be readily detected. Sometimes a long sequence of numbers are called out, the signal being conveyed by the first two or three, and the others being added merely to mystify the opposing side, but a combination of three numbers is rather preferable. A very simple code may be arranged in which each opening is given a number, and each play or a number. The combination of two numbers then will indicate the man who is to receive the ball, and the opening through which he is to pass, while the third will be called for the sake of deception. For example, we will suppose that the openings in the line as they radiate from the center have been numbered four, six, eight, and ten respectively, upon the right, and five, seven, nine, and eleven upon the left, the center rusher will be number one, Rg will be two, Rt will be four, Re will be six, and Rh will be eight, while on the left, Lg will be three, Lt will be five, Le will be seven, and Lh will be nine, with Fb11. We will further suppose that but three numbers are to be given each time, that the first number called will mean nothing, the second number called will indicate the player who is to receive the ball, and the third number the opening through which he is to pass, to illustrate the captain calls nine, five, eight, the nine means nothing, the second number indicates the player who is to receive the ball, which in the present instance is number five, the left tackle, the third number shows the opening through which he is to pass, in this case number eight, and hence between Rt and Le. The interpretation of the signal then is that Lt is to receive the ball, pass around the center, and dash into the line between Rt and Re. Thus any combination desired may be affected. If, after a time, the opposing team discovers the signal for one or more of the plays, the entire system may be changed by simply informing the team by a peculiar signal previously arranged, but the first number will thereafter indicate the opening, while the third will indicate the player who is to take the ball. The three numbers admit of six different arrangements, and the team should be drilled upon at least three of them until they can execute the plays with equal readiness under each arrangement. In more difficult systems, each play is given a separate number, which number may be called out either first, second, or third as determined, again letting each play be indicated by a particular number, as before, the sum of the last two numbers is taken to make the number desired. This latter system, though, perhaps a little more difficult, will prove the most satisfactory. If two numbers are to be added together, the captain will do well to make one of them quite small and call the larger number of the two first, for the addition will be performed by all much quicker and with less effort. During the first of the season, it will be well to use one particular number to represent a play, and when these have been thoroughly learned, it will be but a comparatively easy matter to change to the sum of any two. When the number for the play has reached twenty, it may make the signals easier to have all the numbers between twenty and thirty indicate a certain other play, all the numbers between thirty and forty, another, and so on. As the kick is a frequent play, and as it is nearly always apparent, it may be well to have two numbers, either one of which will be the signal for a kick down the field. Enough has now been said to suggest how a practical system of signals may be devised. End of Section 16 Section 17 of a Scientific and Practical Treatise on American Football for Schools and Colleges by Henry L. Williams and Anas Alonzo Stagg. This LibriVox recording is in the public domain. Section 17, Axioms Line up quickly the moment the ball is down and play a dashing game from start to finish. Never under any circumstances talk about your hurts and bruises. If you are unable to play or have a severe strain, tell the captain at once. He will always release you. When thrown hard, always get up as if not hurt in the slightest. You will be thrown twice as hard next time if you appear to be easily hurt by a fall. When coached upon the field, never under any circumstances answer back or make any excuses. Do as nearly as possible exactly what you are told. Always throw your man hard and toward his own goal when you tackle him. Never converse with an opponent during the game, but wait until the game is over for the exchange of civilities. If you miss a tackle, turn right around and follow the man at utmost speed. Someone else may block him just long enough for you to catch him from behind. Never play a slugging game. It interferes with good football playing. Try to make a touchdown during the first two minutes of the game before the opponents have become fairly waked up. Play a fast game. Let one play come after the next in rapid succession without any waits or delays. The more rapidly you play, the more effective it will be. Therefore, line up quickly and get back in your regular place instantly after making a run. When thrown, allow yourself to fall limp with legs straight and then you will not get hurt. Do not try to save yourself by putting out a hand or arm. It may be sprained or broken. If you are flat on the ground, you cannot be hurt, no matter how many pile on top of you. Always tackle low. The region between the knees and waist is the place to be aimed at. When preparing to tackle, keep your eyes on the runner's hips, for they are the least changeable part of the body. Lift the runner off his feet and throw him toward his own goal. When not near enough to do this, spring through the air at him and hit him as hard as possible with the shoulder. At the same time, grip him with the arms and drag him down. Always put the head down in doing this and throw the weight forward quickly and hard. Crawl up on the runner when he falls and take the ball away if possible, at least prevent its being passed. When the runner is in a mass or wedge, drive in and lift his legs out from under him or fall down in front of him. If the runner's feet are held, push back on his chest and make him fall toward his own goal. Don't wait for the runner to meet you. Meet the runner. Always have a hand in the tackle. Don't think the runner is stopped. Make sure of it. Follow your own runner's heart. You may have a chance to assist him or block off for him. Always be in readiness to receive the ball from the runner when he is tackled. Fall on the ball always in a scrimmage or when surrounded by opponents. When the ball is kicked behind your own goal or across the sideline, do not fall on it until it stops unless there is danger of the opponents being put on side. Put your head down when going through the line and dive in with your whole weight. Call down loudly, but not until it is impossible to make further advances. Squeeze the ball tightly when tackled or when going through the line. Never under any circumstances give up because the other side seems to be superior. They may weaken at any moment or a valuable player be ruled off or temporarily disabled. Let each man encourage the others on the team by monosyllables and keep up a team enthusiasm. Be the first man down the field on a kick. Block your men hard when the opponents have the ball. Tear up the line, break through and stop every kick that is made. Never take your eyes off the ball after the signal has been given if you are a man behind the line. Do not be contented with a superficial reading on football, but study it carefully if you would master it. End of Section 17. Section 18 of a Scientific and Practical Treatise on American Football for Schools and Colleges by Henry L. Williams and Amos Alonzo Stagg. This LibriVox recording is in the public domain. Section 18 Rules Rule 1. A. A drop kick is made by letting the ball fall from the hands and kicking it at the very instant it rises. B. A place kick is made by kicking the ball after it has been placed on the ground. C. A punt is made by letting the ball fall from the hands and kicking it before it touches the ground. D. Kick off is a place kick from the center of the field of play and cannot score a goal. E. Kick out is a drop kick or a place kick by a player of the side which has touched the ball down in their own goal or into whose touch and goal the ball has gone and cannot score a goal. C. Rules 32 and 34. F. A free kick is one where the opponents are restrained by rule. Rule 2. A. In touch means out of bounds. B. Affair is putting the ball in play from touch. Note. The ball adopted and used by the American Intercollegiate Association is the Spalding J. Ball. Rule 3. A foul is any violation of a rule. Rule 4. A. A touchdown is made when the ball is carried, kicked, or passed across the goal line and there held either in goal or touch in goal. The point where the touchdown scores, however, is not necessarily where the ball is carried across the line but where the ball is fairly held or called down. B. A safety is made when a player guarding his goal receives the ball from a player of his own side either by a pass, kick, or a snap back and then touches it down behind his goal line or when he himself carries the ball across his own goal line and touches it down or when he puts the ball into his own touch in goal or when the ball, being kicked by one of his own side, bounds back from an opponent across the goal line and he then touches it down. C. A touchback is made when a player touches the ball to the ground behind his own goal. The impetus which sent the ball across the line having been received from an opponent. Rule 5. A punt out is a punt made by a player of the side which has made a touchdown in their opponent's goal to another of his own side for a fair catch. Rule 6. A goal may be obtained by kicking the ball in any way except a punt from the field of play without touching the ground or dress or person of any player after the kick over the crossbar or post of opponent's goal. Rule 7. A scrimmage takes place when the holder of the ball puts it down on the ground and puts it in play by kicking it or snapping it back. Rule 8. A fair catch is a catch made direct from a kick by one of the opponents or from a punt out by one of the same side provided the catcher made a mark with his heel at the spot where he has made the catch and no other of his side touched the ball. If the catcher, after making his mark, be deliberately thrown to the ground by an opponent, he shall be given 5 yards unless this carries the ball across the goal line. Rule 9. Charging is rushing forward to seize the ball or tackle a player. Rule 10. Interference is using the hands or arms in any way to obstruct or hold a player who has not the ball. This does not apply to the man running with the ball. Rule 11. The ball is dead. 1. When the holder has cried down or when the referee has cried down or when the umpire has called foul. 2. When a goal has been obtained. 3. When it has gone into touch or touch in goal except for punt out. 4. When a touchdown or safety has been made. 5. When a fair catch has been healed. No play can be made while the ball is dead except to put in play by rule. Rule 12. The grounds must be 330 feet in length and 160 feet in width with the goal place in the middle of each goal line. Composed of two upright posts exceeding 20 feet in height and placed 18 feet 6 inches apart with crossbar 10 feet from the ground. Rule 13. The game shall be played by teams of 11 men each and in case of a disqualified or injured player a substitute shall take his place. Nor shall the disqualified or injured player return to further participation in the game. Amendment adopted at a special meeting of the Intercollegiate Association, 1893. No member of a graduate department nor a special student shall be allowed to play. Nor any undergraduate who has registered or attended lectures or recitations at any other university or college. Nor by any undergraduate who is not pursuing a course requiring for a degree in attendance of at least three years. Rule 14. There shall be an umpire and a referee. No man shall act as an umpire who is an alumnus of either of the competing colleges. The umpire shall be nominated and elected by the advisory committee. The referee shall be chosen by the two captains of the opposing teams in each game except in case of disagreement when the choice shall be referred to the advisory committee whose decision shall be final. All the referees and umpires shall be permanently elected and assigned on or before the third Saturday in October in each year. Rule 15. A. The umpire is the judge for the players and his decision is final regarding fouls and unfair tactics. B. The referee is judge for the ball and his decision is final in all points not covered by the umpire. C. Both umpire and referee shall use whistles to indicate cessation of play on fouls and downs. The referee shall use a stopwatch in timing the game. D. The umpire shall permit no coaching either by substitutes, coaches or anyone inside the ropes. If such coaching occur he shall warn the offender and upon the second offence must have him sent behind the ropes for the remainder of the game. Rule 16. A. The time of a game is an hour and a half each side playing 45 minutes from each goal. There shall be 10 minutes intermission between the two halves. The game shall be decided by the score of even halves. Either side refusing to play after ordered to by the referee shall forfeit the game. This shall also apply to refusing to commence the game when ordered to by the referee. The referee shall notify the captains of the time remaining, not more than 10 nor less than 5 minutes from the end of each half. B. Time shall not be called for the end of a three quarter until the ball is dead, and in the case of a try at goal from a touchdown the try shall be allowed. Time shall be taken out while the ball is being brought out, either for a try, kick out or kick off. Rule 17. No one wearing projecting nails or iron plates on his shoes or any metal substance upon his person shall be allowed to play in a match. No sticky or greasy substance shall be used on the person of players. Rule 18. The ball goes into touch when it crosses the sideline or when the holder puts part of either foot across or on that line. The touch line is in touch and the goal line in goal. Rule 19. The captains shall toss up before the commencement of the match and the winner of the toss shall have his choice of goal or of kick off. The same side shall not kick off in two successive halves. Rule 20. The ball shall be kicked off at the beginning of each half and whenever a goal has been obtained the side which has lost it shall kick off. C. Rules 32 and 34. Rule 21. A player who has made and claimed a fair catch shall take a drop kick or a punt or place the ball for a place kick. The opponents may come up to the catcher's mark and the ball must be kicked from some spot behind that mark on a parallel to touch line. Rule 22. The side which has a free kick must be behind the ball when it is kicked. At kick off the opposite side must stand at least ten yards in front of the ball until it is kicked. Rule 23. Charging is lawful for opponents if a punter advances beyond his line or in case of a place kick. Immediately the ball is put in play by touching the ground. In case of a punt out not till ball is kicked. Rule 24. A. A player is put offside if during a scrimmage he gets in front of the ball or if the ball has been last touched by his own side behind him. It is impossible for a player to be offside in his own goal. No player when offside shall touch the ball or interrupt or obstruct opponent with his hands or arms until again on site. B. A player being offside is put on site when the ball has touched an opponent or when one of his own side has run in front of him either with the ball or having touched it when behind him. C. If a player when offside touches the ball inside the opponent's five yard line the ball shall go as a touch back to the opponents. Rule 25. A player shall lay his hands upon or interfere by use of hands or arms with an opponent unless he has the ball. The side which has the ball can only interfere with the body. The side which has not the ball can use the hands and arms as here to four. Rule 26. A. A player shall be granted for intentional delay of game, offside play or holding an opponent unless he has the ball. No delay arising from any cause whatsoever shall continue more than five minutes. B. A player shall be disqualified for unnecessary roughness, hacking or striking with closed fist. B. A player shall be disqualified for unnecessary roughness, hacking or striking with closed fist. B. For the offenses of throttling, tripping up or intentional tackling below the knees the opponent shall receive 25 yards or a free kick at their option. In case, however, the 25 yards would carry the ball across the goal line they can have half the distance from the spot of the offense to the goal line and shall not be allowed a free kick. Rule 28. A. A player may throw or pass the ball in any direction except towards a point. B. A player may throw or pass the ball in any direction except towards a point. A. A player may throw or pass the ball in any direction except towards opponent's goal. B. If the ball be batted in any direction or thrown forward it shall go down on the spot to opponent's. Rule 29. If a player went offside interferes with an opponent trying for a fair catch by touching him or the ball or waving his hat or hands the opponent may have a free kick or down where the interference occurred. Rule 30. A. If a player having the ball be tackled in the ball fairly held, the man so tackling shall cry held, the one so tackled must cry down, and some player of his side put it down for a scrimmage. The snapper back and the man opposite him cannot pick out the ball with the hand until it touch a third man. Nor can the opponent's interfere with the snapper back by touching the ball until it is actually put in play. Infringement of this nature shall give the side having the ball five yards at every such offense. The snapper back is entitled to fall an undisturbed possession of the ball. If the snapper back be offside and the act of snapping back, the ball must be snapped again. And if this occurs three times on the same down, the ball goes to opponents. The man who first receives the ball, when snapped back from a down or thrown back from a fair, shall not carry the ball forward under any circumstances whatever. If in three consecutive fairs and downs, unless the ball crossed the goal line, a team shall not have advanced the ball five or taken it back twenty yards, it shall go to the opponents on spot of fourth. Consecutive means without leaving the hands of the side holding it and by a kick giving opponents fair and equal chance of gaining possession of it. When the referee or umpire has given a side five yards, the following down shall be counted the first down. B. The man who puts the ball in play in a scrimmage cannot pick it up until it has touched some third man. Third man means any other player than the one putting the ball in play and the man opposite him. R. 31. If the ball goes into touch, whether it bounds back or not, a player on the side which touches it down must bring it to the spot where the line was crossed and there either. B. One. Bound the ball in the field of play or touch it in with both hands at right angles to the touch line and then run with it, kick it or throw it back or two. Throw it out at right angles to the touch line or three. R. Walk out with it at right angles to touch line any distance not less than five nor more than 15 yards and there put it down first declaring how far he intends walking. B. The man who puts the ball in must face field or opponents goal and he alone can have his foot outside touch line. R. Anyone except him who puts his hands or feet between the ball and his opponents goal is offside. If it be not thrown out at right angles either side may claim it thrown over again and if it fail to be put in play fairly in three trials it shall go to the opponents. R. A side which has made a touchdown in their opponents goal must try at goal either by a place kick or a punt out. If the goal be missed the ball shall go as a kick off at the center of the field to the defenders of the goal. R. A. If the try be by a place kick a player of the side which has touched the ball down shall bring it up to the goal line and making a mark opposite the spot where it was touched down bring it out at right angles to the goal line such distance as he thinks proper and there place it for another of his side to kick. The opponents must remain behind their goal line until the ball has been placed on the ground. B. The placer in a try at goal may be offside or in touch without vitiating the kick. R. A. If the try be by a punt out the punter shall bring the ball up to the goal line and making a mark opposite the spot where it was touched down punt out from any spot behind line of goal and not nearer the goal post down such mark to another of his side all of whom must stand outside of goal line not less than 15 feet. R. A. If the touchdown was made in touch in goal the punt out shall be made from the intersection of the goal and touch lines. The opponents may line up anywhere on the goal line except space of 5 feet on each side of punters mark but cannot interfere with punter nor can he touch the ball after kicking it until it touch some other player. B. If a fair catch be made from a punt out the mark shall serve to determine positions as the mark of any fair catch. B. If a fair catch be not made on the first attempt the ball shall be punted over again and if a fair catch be not made on the second attempt the ball shall go as a kick off at the centre of the field to the defenders of the goal. R. A. Aside which has made a touch back or a safety must kick out except as otherwise provided C. From not more than 25 yards outside the kicker's goal. B. If the ball go into touch before striking a player it must be kicked out again and if this occurs 3 times in succession it shall be given to opponents as in touch on 25 yard line on side where it went out. At kick out opponents must be on 25 yard line or nearer their own goal. R. A. The following shall be the value of each point in the scoring. Goal obtained by touchdown. 6. Goal from a field kick. 5. Touchdown failing goal. 4. Safety by opponents. 2. End of section 18. End of a scientific and practical treatise on American football for schools and colleges by Henry L. Williams and Amos Alonzo Stagg.