- Offense will Start on the 40-yard line.
- There will be a coin flip before each game for 1st possession on day one and on day two the higher seed will choose which team gets the ball first (ex. #1 plays #16, #1 gets the ball first).
- Player is down when he is touched with one hand below the neck and above the ankle.
- QB will have 4.0 seconds to throw. Refs will 3-chop and the 4th chop is the whistle.
- Each team will have one blitz per game (incl overtime). HEAD REFEREE WILL TRACK.
- Running by the offense is permitted.
- Each team will be given a :30 timeout for each game. HEAD REFEREE WILL TRACK.
TEAMS, COACHES AND GAME MANAGERS
- Maximum number of players on one team is twenty-four (24).
- Players must remain on their sideline during their game.
- Players and coaches respect the teams that are playing. Do not warm-up on their sideline.
- Please police your own sidelines keeping players back during the game and clean up all trash after your game.
- Maximum of four (4) coaches per team.
- One Offensive Coach and no more than two players can be on the field (players must be on one knee) during play. 1st time is a warning 2nd time delay of game will be assessed (which IS a loss of down)! No defensive coaches can be on the field at any time!
- Each game will have at least 3 referees, and a game manager/timekeeper/score keeper. Coaches will be responsible for signing the final game score sheet after each contest.
- The Field Generals will be in charge of maintaining order during the game. The Head Official will be responsible for yelling the score to both teams as points are awarded.
- Organizations with multiple teams in the same age group: During check in, each player will be given a different color wrist band to represent their team. Once a team is eliminated from Tournament play that disqualifies those players on the losing team from further play during that day. Wristbands are not interchangeable among players. All players must have a wristband to be eligible to compete. This will be monitored by game managers and tournament staff. Any players/teams that are caught switching wristbands or competing without a wristband will be automatically eliminated from the tournament.
Every participant will be required to check-in at the registration table. Please arrive an hour before game time to allow time for the registration process.
Battle 7v7 events strive to ensure fair and equitable play. As such, we will check to ensure all players meet the age requirements by division. All players will be banded during registration. DO NOT REMOVE THE BAND OR RECERTIFICATION WILL BE REQUIRED.
CLASS OF 2020 PLAYERS ARE NOT ELIGIBLE TO COMPETE IN THE TOUR.
If found guilty of using 2020 players, both players and team will be eliminated immediately.
HS – Must have a picture ID along with a document demonstrating the player is in a class below 2020. No graduating seniors can play.
15u- Must be 15 years of age on the final day of the event. Must be able to demonstrate age with picture ID. Examples include any government-issued ID, birth certificate along with a picture ID, etc.
14u- Must be 14 years of age on the final day of the event. Must be able to demonstrate age with picture ID. Examples include any government-issued ID, birth certificate along with a picture ID, etc.
12u- Must be 12 years of age on the final day of the event. Must be able to demonstrate age with picture ID. Examples include any government-issued ID, birth certificate along with a picture ID, etc.
10u- Must be 10 years of age on the final day of the event. Must be able to demonstrate age with picture ID. Examples include any government-issued ID, birth certificate along with a picture ID, etc.
Game Times and Late Policy
- Teams must be onsite and ready to start on time. If a team is late or cannot start on time, the team will lose its timeout and the opposing team will be awarded opening possession. If the delay exceeds 5 minutes, the opponent will be awarded 7 points. If a team is 10 minutes late or more they will forfeit the game.
- Please arrive at least 30 mins before scheduled game time.
- Each game will last 25 minutes – Inside 1-minute of play, the clock will stop on incompletions, out of bounds, defensive penalties, timeouts, change of possessions and extra point attempts.
- If a TD is scored and time runs out, the scoring team will be allowed an extra point attempt.
- The head official will keep the time and will be located by the offensive huddle; The head official will blow the whistle to start the clock.
- The offense will start on the 40 yard-line with the option of using either hash. First downs will be at the 25 and 10-yard lines. Once the 1st down is achieved inside the 10-yard line you will have 3 downs to score.
- The offense has 3 downs to gain a first down.
- Each team must possess a center to snap the ball. If using a center, he is ineligible to catch a pass.
- After a score, the offense can go for 1 at the 5-yard line or 2 at the 10-yard line. The offense may place the ball either on the hash or the middle.
- The offensive team may run the ball on ANY DOWN (Example they can run 1st 2nd and 3RD if they choose). All forms of runs and handoffs are permitted.
- The 1ST player to receive the ball from the center is considered the QB and can NOT run. The 2nd player to possess the ball is the runner and is not allowed to throw or lateral the ball.
- NO BLOCKING – THIS WILL RESULT IN A 5-YARD PENALTY FROM THE PREVIOUS LINE OF SCRIMMAGE AND A LOSS OF DOWN.
- Fumbled shot-gun snap is a dead ball (loss of down), and the ball will return to the original line of scrimmage. All fumbles are dead where they lay.
- Offensive team is responsible for retrieving and returning the ball to the previous spot or the new line of scrimmage.
- All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box.
- Six (6) points for a touchdown
- One (1) point for a PAT from 5 yard line
- Two (2) points for a PAT from 10 yard line
- Three (3) Points for Interception (no runbacks or “pick 6”)
- Turnover on a PAT is dead ball (including INT) and no points will be given
- If there is an interception that occurs with no time on the clock, the defense will still be awarded 3 points for the interception.
- Official scores will be kept by the scorekeeper on the Field.
- False Start = 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
- If there is an offensive penalty at the 40-yard line, the Offensive team will just be penalized with a loss of down. (ex. 1st Down, Offensive Pass Interference penalty @ 40 yard line, next play will be 2nd down from the 40 yard line.
- The offensive team is responsible for retrieving and returning the ball to the previous spot or the new scrimmage spot. The 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 be a loss of down.
- Dead Ball penalties on the Offense assessed after the play would result in a 15-yard penalty.
- If the scoring team is assessed a dead ball penalty after a touchdown, they will forfeit their extra point opportunity.
- If there is an Offensive penalty(false start, delay of game, Offensive Pass Interference, etc…) when the defensive team blitzes, the defensive team will be awarded their blitz back if the penalty is accepted.
- Off-sides = 5-yard penalty
- Pass Interference = will be a spot foul (1st down at the spot).
- Defensive Holding = Defensive Holding is a 5-yard penalty and automatic first down.
- If Defensive Pass Interference occurs in the end zone, it will result in a 1st down at the 1-yard line.
- Defensive Pass Interference on an extra point is half the distance for the same amount of points. Ex. Going for 2 from the 10yrd, PI in the endzone ball is moved to the 5yrd and if converted offense gets 2pts.
- Any dead ball penalty on the defense AFTER a change of possession or TD 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.
- If the defense crosses the line of scrimmage during a passing play, they will be penalized 5 yards and the play will result in an automatic first down. The offense will have the option to decline.
- Dead Ball penalties on the defense assessed after the play would result in a 15-yard penalty or half the distance to the goal from the spot of the ball and an automatic first down.
- The game CANNOT end on a defensive penalty!
- Tackling or unnecessary roughness will be an unsportsmanlike penalty (No Warning). Resulting in a 15-yard Penalty and AUTO 1st Down, and subject to ejection of the player. Diving at the legs of an offensive player will be considered unnecessary roughness.
If there is a Defensive penalty that occurs when the defensive team blitzes (defensive holding, offsides, etc.) the defensive team will lose their blitz for the remainder of the game.
Punting the Ball will result in a personal foul, if on a change of possession, the penalty will result in a loss of down and the ball placed on the 40yd line.
- Punting the Ball will result in a personal foul, if on a change of possession, the penalty will result in a loss of down and the ball placed on the 40yd line.
Tie Breaker/Overtime Rules
- Any game that ends in a tie will result in Overtime.
- The referee will select a team to call the coin toss in overtime, at his/her discretion.
- The winner of the coin flip will select if they want to be 1st offense or defense.
- The ball will be marked on the 10-yard line and NCAA overtime rules will apply. Each Team has three attempts at the end zone.
- Only offensive scoring will count in overtime.
*If a game goes into a 2nd overtime, the team that gets the ball 2nd in the 1st overtime will receive the ball 1st in the 2nd overtime. 3rd Overtime teams will switch again.
Over Time Penalties
All regulation rules and penalties apply.
All teams will be seeded into the Day 2 Tournament based on the Win/Loss record and points scored the day before in pool play.
Fighting will not be tolerated
If a player throws a punch, he is ejected immediately and cannot return for the tournament. If the team benches clear and it results in a fight both of the teams will be ejected and cannot return. IF A PLAYER WHO IS PUNCHED & RETALIATES BUT DOES NOT SWING BACK, WILL BE REQUIRED TO SIT OUT A SERIES. IF A PLAYER IS PUNCHED AND SWINGS BACK, HE WILL BE EJECTED FOR THE GAME. Each team is responsible for their fans, coaches and players!
We encourage celebrations. However, we do not tolerate taunting. Keep it fun and keep it quick so as not to unnecessarily delay game play. If during a celebration you pass the other teams hash, you will be penalized for taunting.
Each Player must have a mouthpiece and wristband to compete! No exceptions, this will be enforced by the game manager/referee!!
QB’s do not have to wear a mouthpiece
**Headgear is recommended but is not required**