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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)

© 2022 Elite 7evens Football Association, LLC

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