Ironically, an "act common to the game." |
One of these quipy triumphs
of received lore was a good idea. One, though catchy, was actually
rather dumb. Guess which basic idea reamains in the rulebook, though encased in a molasses of legalese, and which basic idea has been written out of existance?
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On a simultaneous catch, the rule book still
insists that a “tie goes to the receiver.” Why? Why do the “passers”
(rulebook’s word) always get arbitrary possession? Doesn’t that just
incentivize defensive player to do something less that optimal from a football
perspective? Or just dirty? Doesn’t it reward the “passers” to play
for a tie? We want receptions or interceptions, not knockdowns or
tomahawk chops for those needing to avoid a tie, nor bear hugs by those looking
for a tie, right? If a defender has a chance to get the ball due to some
“possession/tie-breaker”, won’t he try to make a play more often than just
avoiding the tie? In a bygone era, eventual possession after a scrum might have
worked, but today a multi-tiered system would be fun: award the ball to the
team with fewer assessed penalty yards to that point in the game, and beyond
that… I don’t know. A possession arrow would even be favorable, right?
That might be a terrible idea, but the “tie goes to the receiver” is
arbitrary and dumb.
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In the case of possession, here is the NFL
definition: “Maintains control of the ball long enough…to enable him to perform
an act common to the game.” The rulebook then lists examples of “act(s)
common to the game”: pitch it, pass it, advance it, avoid or ward off an
opponent. But the stated point of the rule is to define the smallest
amount of time – or, more precisely, smallest amount of control – that a player
can ‘possess’ a ball and still be given ‘possession’. Why list more than
one act? They should cite the shortest act and make that the
standard. Examples only introduce uncertainty. If they cited a single,
observable act that is already common to most attempts to gain possession of
the ball, they would not only reduce uncertainty, but players would then train
to perform that act, making the ref’s job even easier both for successful acts
(there, he did it!) and unsuccessful ones (didn’t get it that time). So
very quick, very simple, but clearly deliberate – how about: “control of the
ball long enough… to move the ball into a protective position, such as
cradled to the torso.”
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Also: that definition of “possession” is
incompatible with the idea of “simultaneous”. You can’t fulfill the
requirements while another person is also fulfilling them with the same ball at
the same time. Can’t happen.
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Possession must be maintained “throughout the
process of contacting the ground.” As literature, that is magical
realism: it looks and sounds like the real world, but physical rules counter to
reality - i.e. magic - underpin it. Contact is not a process. It is
a Boolean state. You are in contact or you are not. Touching the
ground with the ball should always, instantaneously, create possession.
We can debate the definition of “instantaneous,” but only if we are particle
physicists. Otherwise, it’s a single point in time, not several, and
certainly not a “process”. Does a ball go through a “process of
contacting the ground” on a dropped pass? No – if it touches, it’s down,
incomplete. Why is there a “process” for a player?
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Of course, this very issue was once covered by
“ground can’t cause a fumble” which could only mean that someone who falls with
possession is down as soon as they hit the ground, a sort of “freeze it!”
moment of live play versus after-the-play – instantaneously, you might
say. If the ball comes loose because of the rarely-insignificant effects
of contact with the ground, it doesn’t matter: the ground can’t cause a
fumble. It can only end a play.
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“ground can’t cause a fumble” is not in the
rulebook but “muffed” is. Helpful.