over pass plays. Use the center of the field rather than the sidelines to avoid going out of bounds and stopping the clock. Delay the start of each play until the play clock approaches 0. The team may use counterintuitive game plans, such as declining to score or allowing the opponents to score, to accelerate the end of the game. If the defense does not have enough time-outs to stop the clock before the ball is turned over on downs, the offense can run out the clock by executing repeated quarterback kneels until the clock runs out. In the NFL and college football, up to 40 seconds can be taken off the clock between plays. The NFL also has a built-in two-minute warning that stops the clock after the play that occurs when the clock hits two minutes ends. In order to successfully run out the clock by kneeling, there must be less than 40 seconds on the clock if the opponent has no time-outs, 1 minute 20 seconds if the opponent has one time-out, or 2 minutes if the defense has two time-outs remaining, at the snap on a first down (an additional 40 seconds can be run off if the clock keeps running after the play that gains the first down). The offense can burn further time off the clock by timewasting: keeping the ball live (and the clock running) simply by keeping away from any defensive player, regardless of position on the field. Strategies for trailing teams on offense A team on offense that has the lower score seeks to conserve time. The team may: Use a no-huddle offense; forgo detailed design of a play and instead signal and initiate a play quickly. Have the quarterback "spike" the ball, sacrificing a down to stop the clock. (An explicit exception is written into the American football rule books so that the move is not penalized for intentional grounding nor ruled a fumble, so long as he spikes the ball immediately after the snap from the center.) Use a passing play and/or attempt to get the ball carrier near the sidelines so that the ball carrier can go out of bounds before being tackled. (Taking the ball out of bounds and incomplete passes both stop the clock.) If a play ends such that the game clock continues running, use a timeout. If the ball is still alive while the