General Game Rules

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Field and Game Setup

Offense will start on the 40-yard line with the option of using either hash. First downs will be at the 25-yard line and 10-yard lines. Once the 1st down is achieved inside the 10-yard line you will have three (3) downs to score.

 

Possession Rules

  • Coin flip before each game for 1st possession on day one
  • On day two (non-pool play), higher seed chooses which team gets ball first

Player Down Rules

Player is down when touched with one hand below the neck and above the ankle.

Player is down when one knee touches the ground.

 

Legal Catch

One foot must be in bounds to be considered a legal catch.

 

Diving

Diving is allowed.

 

Quarterback Clock

QB has 4.0 seconds to throw. Refs will 3-chop and the 4th chop is the whistle Stopwatch may be used as well for verification). The four second clock starts on the snap of the ball.

 

Blitz

Each team will have one blitz per game (including overtime). HEAD REFEREE & FIELD GENERAL WILL TRACK.

 

Running

Running by the offense is permitted. The QB can never run past the line of scrimmage.

 

Game Clock

There are NO untimed downs except for the extra point if a team scores a touchdown as the game time expires. The Field General can stop the clock to ensure proper application of the rules outlined herein.

Teams, Coaches and Game Managers

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Team Size

Maximum number of players on one team is twenty-four (24). Bands will not be issued for more than 24 players.

 

Sideline Rules

  • Players must remain on their sideline during the game
  • Players and coaches respect the teams that are playing. Do not warm-up on their sideline
  • Please police your own sidelines
    • Keep players back during the game
    • Clean up all trash after your game
  • Coaches are not allowed to rush the referee or Field General during a game, or a warning will be issued. The second warning will result in a 15-yard penalty.

 

Coaching Staff

Maximum of three (3) 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 and the 2nd time a delay of game will be assessed (which IS a loss of down)! No defensive coaches can be on the field at any time.

 

Field Setup

Offense cannot set up on the field until the opposing team reaches the 15-yard line. Penalty is delay of game and a loss of down.

 

Game Officials

Each game will have at least three (3) referees, and a Field General. 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 and ensuring these rules are enforced properly. The Head Official and/or Field General will be responsible for yelling the score to both teams as points are awarded.

 

Multiple Teams Per Organization & Team Integrity

 

CRITICAL:

Players cannot play on more than one team at any time during the event. Players cannot play up or down in age or for another organization.

During check-in, each player will be given a different color wrist band to represent their team. Wristbands are not interchangeable among players. All players must have a wristband to be eligible to compete. This will be monitored by Field Generals and tournament staff. Any players/teams that are caught playing for a team other than the team they originally certified with or switching wristbands will be automatically eliminated from the tournament. Further, the ENTIRE team MAY be disqualified from the tournament.

Player Eligibility

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Registration Requirements

Every participant will be required to certify at the registration table. Please arrive an hour before game time to allow time for the registration process.

 

ALL teams must have all players registered in Zorts in order to expedite the certification process. YOU MAY HAVE TO WAIT behind teams that completed this process properly if you do not have the entire team prepared for a proper certification.

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 2026 Restriction

CLASS OF 2026 PLAYERS ARE NOT ELIGIBLE TO COMPETE IN THE TOUR.

If found guilty of using 2026 players, both players and team will be eliminated immediately.

 

Age Division Requirements

 

High School Division

Must have a picture ID along with a document demonstrating the player is in a class below 2026. No graduating seniors can play.

 

15u Division

Must be no older than 15 years of age on 1/1/26. Must be able to demonstrate age with picture ID. Examples include any government issued ID, birth certificate along with a picture ID, etc.

 

14u Division

Must be no older than 14 years of age on 1/1/26. Must be able to demonstrate age with picture ID. Examples include: any government issued ID, birth certificate along with a picture ID, etc.

 

12u Division

Must be no older than 12 years of age on 1/1/26. Must be able to demonstrate age with picture ID. Examples include: any government issued ID, birth certificate along with a picture ID, etc.

 

10u Division

Must be no older than 10 years of age on 1/1/26. Must be able to demonstrate age with picture ID. Examples include: any government issued ID, birth certificate along with a picture ID, etc.

 

8u Division

Must be no older than 8 years of age on 1/1/26. 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

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Arrival and Game Start

Please be at the field, fully certified, and ready to play at least 30 mins prior to start time. Battle reserves the right to start games early.

Each game will last 25 minutes with a running clock and no timeouts.

 

Late Policy

Teams must be onsite and ready to start on time. Game clock will start at the original scheduled game time or the game time specified by the Event Director.

  • Five minutes late: Seven (7) points will be awarded to the team that is present on time and they will possess the ball first
  • Ten minutes late: The team will forfeit the game. A win by forfeit will result in a 7-0 final score

Note: Registration is not a reason to hold up games. Game times are final and you must be at the field ready to compete at least 30 minutes prior to your scheduled start time.

 

Scoring at End of Game

If a touchdown is scored and time runs out, the scoring team will be allowed an extra point attempt.

 

Timekeeping

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.

Offensive Rules

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Field Position and Downs

Offense will start on the 40 yard-line with the option of using either hash. First downs will be at the 25-yard line and 10-yard lines. Once the 1st down is achieved inside the 10-yard line you will have three (3) downs to score.

Offense has three (3) downs to gain a first down.

 

Routes

No offensive routes will be allowed inside the tackle box, unless it comes directly off a mesh with the QB.

 

Center Requirements

Each team must possess a center to snap the ball. If using a center, he is ineligible to catch a pass.  All snaps from the center must come from the game ball resting on the ground.  There can only be one game ball on the field during play at one time.

 

Extra Point Options

After a score, the offense can go for one (1) point at the 5-yard line or two (2) points at 10-yard line. The offense may place the ball on either the hash or the middle.

 

Running Rules

The offensive team may run the ball on ANY DOWN (Example they can run 1st, 2nd, and 3rd down 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.

 

Blocking Prohibition

NO BLOCKING – THIS WILL RESULT IN A 5-YARD PENALTY FROM THE PREVIOUS LINE OF SCRIMMAGE AND A LOSS OF DOWN.

 

Fumbles

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. No points are awarded for a fumble.

Ball Retrieval

Offensive team is responsible for retrieving and returning the ball to the previous spot or the new line of scrimmage.

Formations and Substitutions

All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box.

All offensive substitutions must enter through the huddle or from behind the QB.

 

Goal Posts

The Goal Posts are out of bounds.

Scoring

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Point Values

  • Touchdown: Six (6) points
  • PAT from 5-yard line: One (1) point
  • PAT from 10-yard line: Two (2) points
  • Defensive Stop: Two (2) points
  • Interception: Three (3) points (no runbacks or “pick six”)

 

Special Scoring Rules

  • Turnover on a PAT is a dead ball (including interception) and no points will be given.
  • If there is a defensive stop or an interception that occurs with no time on the clock, the defense will still be awarded two (2) points for the defensive stop or three (3) points for the interception
  • Official scores will be kept by the Field General or the Assistant Field General on the Field.

Offensive Penalties

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Loss of Down Penalties

  • False Start = Loss of Down
  • Delay of Game = Loss of Down (Each team has 25 seconds to snap the ball once marked ready for play)
  • Offensive Pass Interference = 5-yard penalty and Loss of Down

Penalty at 40-Yard Line

An offensive penalty at the 40-yard line will result in a loss of down (ex. 1st Down, Offensive Pass Interference penalty at the 40-yard line, the next play will be 2nd down from the 40-yard line).

 

Dead Ball Penalties

Dead Ball penalties on the Offense assessed after the play will result in a 15-yard penalty.

 

Personal Foul on Touchdown

If an offensive personal foul is assessed on a Touchdown, the penalty is a loss of the PAT attempt. Offensive team will lose the next down which is the PAT. The ball goes to the Defense on the 40-yard line.

 

Repeated Delay of Game

Back-to-Back delay of game penalties will result in change in a defensive stop and defense will be given 2 points.

 

Dead Ball After Touchdown

If the scoring team is assessed a dead ball penalty after a touchdown, they will forfeit their extra point opportunity.

Defensive Penalties

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Standard Defensive Penalties

  • Offsides = 5-yard penalty
  • Defensive Pass Interference = spot foul (1st down at the spot)
  • Defensive Holding = spot foul (1st down at the spot)

Pass Interference in End Zone

If Defensive Pass Interference occurs in the end zone, it will result in a 1st down at the one-yard line.

 

Pass Interference on Extra Point

Defensive Pass Interference on an extra point will result in half the distance for the same amount of points. As an example, going for two (2) points from the 10-yard line, and pass interference occurs in the endzone. The ball is moved to the 5-yard line and if converted offense is awarded two (2) pts.

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Dead Ball Penalties

Any dead ball penalty on the defense AFTER a change of possession or TD will result in a loss of down for that team’s offense when they begin their ensuing possession.

 

Dead Ball penalties on the defense assessed after the play will result in a 15-yard penalty, or half the distance to the goal from the spot of the ball and an automatic first down.

 

Contact Responsibility

Responsibility to avoid contact is with the defense.

Game Ending

Game CANNOT end on a defensive penalty!

Unnecessary Roughness

Tackling or unnecessary roughness will result in an unsportsmanlike penalty (No Warning). An unsportsman-like penalty will result in a 15-yard Penalty and an AUTOMATIC 1st Down. Further, the player may be subject to ejection for the game.

Penalty During Blitz

If there is a Defensive penalty that occurs when the defensive team blitzes (defensive holding, offside, etc.) the defensive team will lose their blitz for the remainder of the game.

Punting Penalty

Punting the Ball will result in a personal foul. If punting the ball occurs on a change of possession, the penalty will result in a loss of down and the ball placed on the 40-yard line.

Blitz Rules

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Blitz Definition

“The Blitz” is defined as a player or player’s that attack the QB – “QB IS THE PLAYER THAT RECEIVES THE SNAP OF THE BALL”. Example of a non-Blitz: a mesh with QB and RB, and the defender crosses the line to tag the RB – No Blitz (play-action or RPO)

 

Blitz Allowance

Each team has 1 blitz to be used during game play and/or during overtime

 

Mesh Plays

Defensive players can cross the line of scrimmage if the offensive QB and skill player are involved in a mesh possible run exchange. If the defensive player makes an attempt directly to the QB, it will be rules a blitz. If the defensive player plays the skill position, no blitz will be counted.

 

Four-Second Count

If a team blitzes, there will be NO 4 second count! QB can scramble but cannot run past the original line of scrimmage.

 

Blitz Flexibility

The Blitz can be used at any part of the field, the blitzing team can blitz as many players as they choose.

 

Blitz and Penalties

Defensive Penalty: If the offense accepts the penalty rather than the result of the play on a defensive blitz, the defense will retain their blitz.

 

Offensive Penalty: If there is an offense penalty on the play, the defense can accept the penalty, if the penalty is accepted defense will maintain their blitz.

Overtime Rules

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Overtime Initiation

Any bracket play game that ends in a tie will result in Overtime. (No Overtime in Pool Play)

 

Coin Toss

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.

 

Overtime Format

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.

 

Two-Point Conversions

After the 1st overtime, both teams must go for two (2) points (spot ball at 10-yard line) after a Touchdown.

 

Possession Rotation

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 and the teams will switch again.

 

Penalties in Overtime

All regulation rules and penalties apply.

Tournament Seeding

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Day Two Tournament

All teams will be seeded into the Day Two Tournament based on the win/loss record and points differential the day before in pool play. All ties will result in electronic coin toss done by the system.

Assault & Conduct Policy

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Zero Tolerance Policy

Assault of any kind by any person will not be tolerated.

 

Assault

If a player or coach throws a punch, spits, slaps, or in any way assaults a player, referee, or coach, etc. he will be ejected immediately and cannot return for the remainder of the tournament. Additionally, that team, player and/or coach may be banned for the remainder of the season based on the circumstances. In addition, criminal or civil charges may be filed.

 

Multiple Player – On Field Fights

If multiple players on both teams leave the sideline and it results in an assault, both teams will be ejected and removed from the tournament.  Additionally, that team, player and/or coach may be banned for the remainder of the season based on the circumstances. In addition, criminal or civil charges may be filed.

 

Retaliation Rules

A PLAYER IS PUNCHED & RETALIATES BUT DOES NOT SWING BACK: That player will be required to sit out a series.

 

A PLAYER IS PUNCHED AND SWINGS BACK: That player will be ejected for the game.

 

ESCELATION & DE-ESCELATION

The Coaches and Program Owners have an obligation to always de-escalate. Any failure to de-escalate could result in removal from the event. Escalating behavior that typically leads to a violation of the rules herein will also be reason for removal.

 

Team Responsibility

Each team is responsible for their fans, coaches and players!

Celebration & Taunting Rules

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Celebration Policy

We encourage celebrations. However, we do not tolerate taunting. Keep it fun and keep it quick so as not to unnecessarily delay game play.

 

Endzone celebrations are allowed and will not be considered a taunting penalty.

 

There is no such thing as an excessive celebration penalty.

 

Taunting

If any player simulates the use of a firearm, it will be treated as an unsportsmanlike penalty.

 

If any player crosses over the opposite hash on the field in celebration that will be considered an unsportsmanlike penalty.

 

BALLHEAD NOTE: Contact with Opponents

Circling or touching players from the opposite team will result in a double taunting penalty plus two (2) points being awarded to the non-offending team. Second infraction may result in ejection at the discretion of the Field General.

Equipment Requirements

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Mandatory Equipment

Mouthguards are required for all players but the QB unless he or she is going out for a pass. You must have a mouthguard to play and will be removed from the field if not.  In the event a team is not prepared to start the game due to an equipment issue, the game will start on time regardless.

Recommended Equipment

Headgear is recommended but not required

Ball Requirements

Minimal leather (no composite) ball game sizes:

  • 8U: K2
  • 10U: TDJ
  • 12U: TDY
  • 14U: TDY
  • 15U: High School
  • 18U: High School

Teams may choose to use a larger game ball size, but the minimal requirements must be followed.

Media

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All media must adhere to the media rules posted on the site (www.battle7.com).

Each team will receive two media passes per team.