clock starts after a forward fumble the entire game. A forward pass is ruled incomplete. Either team calls for a timeout. An official calls for a timeout, perhaps because a player is injured or there is a penalty on the play. Officials will restart the clock after an official timeout has concluded unless another of the conditions applies. In the NFL, if the timeout is for a penalty enforcement after the 2-minute warning of the first half or inside the last 5 minutes of the second half/overtime (absent special timing rules for specific fouls), the clock starts on the snap. 10 seconds will be taken off the clock, and the clock started when the ball is spotted, if the offense, after the 2-minute warning of either half, fouls or commits certain other acts that cause the clock to stop (including an injury when the offense is out of timeouts, except under certain circumstances), unless the clock will stop anyway for a different reason. In Canadian football, the offense may execute one additional untimed play if the clock expires while the ball is not in play. A score or touchback occurs. Additionally, the clock does not run during or after a conversion attempt. Possession of the football is transferred between teams for any reason. In high school and college football, the clock is briefly stopped when a team earns a first down to allow the chain crew to reposition themselves. The NFL has no such stoppage. If the clock runs out during a play, the current play is allowed to continue to its conclusion. If the clock runs out between downs, the period ends in American football, but in Canadian football the offense is allowed one last down. Each team is given three timeouts per half which they can use to stop the clock from running after a play. In the NFL, teams get two timeouts in a preseason or regular season overtime period, or three in a postseason overtime half. On a fair-catch kick in the NFL, the clock starts at the kick and stops at the end of the play. Strategies Strategies for leading teams on offense A team on offense that has the higher score seeks to use as much time as possible. A drive may therefore benefit the team, even if it scores no points, by taking time off the clock. The team may: Favor run plays