Official Rules of 7v7 Football Competition
1. Field Dimensions/Specs
40 yards in length – 40, 25 & 10 are the first down lines
Between 145’ - 160’ in width
10 yards deep in End Zone
Field hash marks are of high school dimensions
2. Team Members
Players
Each team has a maximum of 24 players. Players will not be accepted into the event as individuals. All players must be a part of a team.
Teams are not required to utilize an offensive center.
If utilizing one, the offensive center is not an eligible receiver.
The center will be responsible for setting or re-positioning the football at the line of scrimmage. If no center, the QB will be responsible.
Boy's Only
Age Requirements
All players must be under the age of 19
Seniors who have graduated from high school may only play until July 31 of the season directly following high school graduation.
Seniors who graduated and have started college are not eligible.
Coaches
Each team has a maximum of 4 coaches. Coaches will be allowed on the sidelines only during games.
One offensive coach may be in the huddle with players between plays but when the huddle breaks the coach must move outside the hash on the side of his team bench so as to not interfere with the operation of the official or game play.
Defensive coaches are not allowed on the field at any time.
3. Officials
Each game will have a minimum of two (2) officials. Positions are Referee/Field Judge and Back Judge.
Each game needs to have a scorekeeper/timekeeper.
Field manager – Event must have one for every two 7v7 fields to assist with crowd, player, coach, and referee control on/around the game fields.
4. Game Times
Teams must be onsite and ready to start on time. If a team is late or cannot start on time, the game clock will begin and whatever time is left on the clock will be where the game starts. The team that is late will begin on defense. If a team is late by 10 minutes or more they will forfeit the game.
Games are played with an eighteen (18) minute running clock. After the initial 18 minutes, the last 2 minutes are played as regulation football game with clock stoppages per regulation NFHS football rules. During the last two minutes, all completions must be advanced past the line of scrimmage, otherwise the clock will stop. Sacks in the last two minutes stop the clock as well
1 timeout per team (30 sec) – during tournament bracket play only
Overtime: During tournament bracket play only
If overtime is required, teams will alternate three (3) plays from the ten-yard line. Each team has an attempt to score in each overtime period.
Starting with the 3rd and subsequent overtimes, all PAT’s must be 2 point attempts from the 10 yard line.
Overtime periods are not timed.
Each team is awarded one timeout during overtime period.
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(INDOOR ADJUSTMENTS) Circle K Fieldhouse
Pool Play: Game Times are 18-minute running clock during pool play. No stoppage. No dead ball. No timeouts.
Bracket Play: Game Times are 18-minute running clock.
After the initial 18 minutes, the last 2 minutes are played as regulation football game with clock stoppages per regulation NFHS football rules. During the last two minutes, all completions must be advanced past the line of scrimmage, otherwise the clock will stop. Sacks in the last two minutes stop the clock as well
1 timeout per team (30 sec) – during tournament bracket play only
Overtime: During tournament bracket play only
If overtime is required, teams will alternate three (3) plays from the ten-yard line. Each team has an attempt to score in each overtime period.
Starting with the 3rd and subsequent overtimes, all PAT’s must be 2 point attempts from the 10 yard line.
Overtime periods are not timed.
Each team is awarded one timeout during overtime period.
5. Scoring
Six (6) points for a touchdown
One (1) point for a PAT from 3 yard line
Two (2) points for a PAT from 10 yard line
Two (2) Points for Defensive Stop on downs
Three (3) Points for Interception (no runbacks or “pick 6” for safety reasons)
Turnover on a PAT is dead ball (including INT)
Official scores will be kept by field referee and sideline scorekeeper.
6. Penalties
Offense
Off-sides = Loss of Down
Delay of Game = Loss of Down
Each team will have 25 seconds to snap the ball once it has been marked ready for play; delay of game penalty will be assessed.
Pass interference = 5-yard penalty and Loss of Down
No penalty may be assessed in excess of the 40 yard line. If a penalty would move the offense beyond the 40 yard line, the offensive team shall be charged with a loss of down.
If the referee sees that the clock has exceeded 4.0 seconds, the play is blown dead. The ball should be returned to the original line of scrimmage with loss of down. If the QB proceeds to throw the ball after the play has been blown dead, a penalty for offensive delay of game will be assessed.
Offensive team is responsible for retrieving and returning the ball to the previous spot or the new scrimmage spot. Clock does not stop and any delay by offense in retrieving and returning the ball TO THE REFEREE will result in a delay of game and will be a 5-yard penalty from the succeeding spot.
If defensive holding occurs on the same play as a sack, the defense will be penalized and the sack is void.
Defense
Off-sides = 5-yard penalty
Defensive Holding = 5-yard penalty
Defensive Pass Interference will be a spot foul (1st down at the spot).
If Defensive Pass Interference occurs in the end zone, it will result in a 1st down at the 1-yard line.
Any dead ball penalty on the defense AFTER a change of possession would result in a loss of down for that team’s offense when they begin their ensuing possession.
Responsibility to avoid contact is with the defense. The defense is allowed an INITIAL disruption, and then must cover. Excessive or prolonged contact will result in a “tack on” penalty at the end of the play (5-yard penalty).
7. Turnovers/Deadballs
Receiver/Ball carrier is legally down when touched below the neck with one or both hands. (Excessive force by shoving, pushing, or striking a blow will be penalized by automatic first down and 5 yards. Player can be expelled if ruled unsportsmanlike & flagrant).
Fumbles that hit the ground are dead balls at the spot with the last team retaining possession. A muffed snap is not a fumble/dead ball. The 4.0 second count remains in effect on snaps.
The QB is allowed 4.0 seconds to throw the ball. Time starts on the snap of the ball and stops as soon as the QB releases the ball. If release is under 4.0 seconds, the play continues. Play is blown dead after 4.0 seconds.
Interceptions may not be returned – 3 points are awarded on interception. Points for defensive stop and interception are not “added together”. One or the other ends a possession with defensive points.
The offense must gain at least 15 yards in the first 3 or less plays or the defense takes over. No 4th downs. (3) downs in all zones.
8. Appeals
If during game play a coach or player disagrees with an official’s call, they may not dispute that call with the official at that time.
For consideration, the coach must report all game play ruling discrepancies to the Field Manager no more than 20 minutes after that game has ended. Any reversal or game-changing decisions will be made at the Field Manager’s discretion.
9. Additional Game Format Rules
Pool Play – Team sides must be chosen prior to opening possession.
Bracket Play - Higher seed gets choice of offense/defense for opening possession
Ball always placed on the right hash mark when at the 40-yard line. Offense has choice of hash once off of the 40-yard line.
No kicking or punting
No passer may run with the ball.
All passes must be thrown forward. A pass caught behind the line of scrimmage must be advanced by that receiver past the line of scrimmage in the final 2:00 minutes or the clock stops. The only laterals that will be allowed will be laterals that occur after the completion of a forward pass.
Hand offs in the backfield are not allowed.
All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box.
No blocking.
No taunting or "trash talking." (See Code of Conduct for penalty).
Fighting: All players must abide by the Elite 7evens Code of Conduct. See Code of Conduct for more detail.
10. Tiebreakers
If two teams are tied at the end of pool play, the tiebreaker is head-to-head records.
If three or more teams are tied at the end of pool play, the following criteria will be used to determine winners:
Head-to-head records
Points scored
Points allowed
Coin flip
Appendix: Elite 7evens Tournaments
Uniforms
All teams are required to wear the designated tournament uniform
Players are permitted to wear standard football cleats with plastic or rubber spikes. No metal spikes are allowed.
Qualifying/Advancing
Roster Changes
Each qualifying team is allowed to make (4) substitutions to the roster for each successive tournament.
Keeping the 24 player maximum in mind ,the team may utilize (2) of their (4) substitutions to add new players to the roster
If one organization enters more than one team into a qualifying event, and one of those two teams qualifies, the roster of that team cannot be interchanged with the other for future events
If a single team plays in more than one qualifying event and qualifies multiple times, they may not give one of their spots up to another team.
Helmets
Elite 7evens tournaments recommends players to wear a soft shell helmet. Mouthpieces are strongly Recommended.
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GIRLS 7V7 FLAG RULES
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1. FIELD DIMENSIONS AND SETUP
Field Length: 40 yards
Field Width: 40-50 yards
End Zones: 10 yards deep on the scoring end;
Total Field Size: 50 yards including end zone
Ball Placement: Starts at the 40-yard line after scores
Zone Lines to Gain: Every 20 yards
Team Boxes: 2 yards off the sideline between the 20-yard lines
One-Way Field Explanation
All plays move toward one designated end zone.
Two games may be played simultaneously on one full field.
Teams do not switch directions.
Change of Possession: Ball is spotted at the 40-yard line.
2. TEAM COMPOSITION AND EQUIPMENT
Players: 7 on the field
Minimum to Start: 4 players
Ball: NFL FLAG football (youth size)
Uniforms: Matching jerseys (no pockets), contrasting bottoms
Flag Belts: NFL FLAG 2-pop flags, contrasting color
Mouthguards: Mandatory
Footwear: Cleats allowed (no metal or screw-ins)
Illegal Gear: Jewelry, hats, bandanas, exposed drawstrings, pockets
3. GAME DURATION AND TIMING
Game Length: 24 minute running clock (indoor adjusted times could happen)
Timeouts: 1 per half (BRACKET PLAY ONLY)
Play Clock: 25 seconds (Middle School: 40 seconds)
4. STARTING THE GAME
Coin toss determines possession or direction
No kickoffs
Possession begins at the 40-yard line
5. PLAYING THE GAME
4 downs to reach the next zone line-to-gain
No minimum players required on the line
Snap must be received at least 2 yards behind the line of scrimmage
One player may be in motion
Offense may run or pass on any down
6. SCORING AND EXTRA POINTS
Touchdown: 6 points
Try from 3-yard line: 1 point
Try from 10-yard line: 2 points
Defense cannot score on a Try
7. QUARTERBACK RULES AND RESTRICTIONS
No restrictions on the quarterback
QB may pass or run after receiving the snap
8. TURNOVERS AND DOWNS
4 downs per series
Ball spotted in the center of the field after each play
Change of possession on turnover on downs or interception. No points for Turnover on
Downs or INTs that are downed.
Interceptions may be returned for 6 pts, with a Try after the INT.
9. INTERCEPTION RETURN RULE
Interceptions may be returned toward the opposite end zone
Play is live until a score, flag pull, or dead-ball situation
If flagged before scoring, possession begins at the 40-yard line
10. KICKING AND PUNTING RULES
No kickoffs or punts
All possessions start at the 40-yard line
11. PASSING AND RECEIVING
One forward pass per down (must be behind the line of scrimmage)
All players are eligible receivers
Backward passes allowed; dropped laterals are dead at the spot
One foot inbounds required for a catch
Ball is dead if it hits the ground
12. SCREEN / BLOCKING (NO CONTACT)
No blocking like tackle football
Stationary screens are allowed (basketball-style)
Arms must stay in; no leaning or moving into defenders
Defenders must attempt to avoid legal screens
Penalty: Illegal screen = 10 yards
13. DEFENSIVE PLAY AND RUSHING
No contact at the line; free releases for receivers
No bump-and-run coverage
Rushers must start at least 1 yard off the line
Roughing the passer rules apply
14. PENALTIES AND INFRACTIONS
Most penalties result in a repeat of the down
Unsportsmanlike conduct may result in ejection
5-Yard Penalties: False start, illegal motion, delay of game, illegal snap
10-Yard Penalties: Pass interference, illegal contact, flag guarding, tackling, roughing the passer
15. SUBSTITUTIONS
Allowed on any dead ball
Must enter and exit from the sideline No delay of game
16. OVERTIME RULES
Each team starts 1st & Goal from the 10-yard line
Both teams receive a possession
Starting in the 4th OT, teams must attempt a 2-point Try
17. SAFETY RULES
No tackling, blocking, or stiff arms
Flags must be visible at all times
Player is down when flag is removed or ball hits the ground Injured players must be cleared to return
19. FIELD MAP
40x40-50 yard field
10-yard scoring end zone
20. TOURNAMENT RULES – 3 GAME MINIMUM
Pool Play: 3 games per team
Bracket Play: Single elimination
Tiebreakers: Record, head-to-head, point differential (max +21), points allowed, coin
toss
Guarantee: Minimum of 3 games per team (no refunds if team has reached 3 games, if
team only plays 2 games a partial refund will be granted)
