7v7 RULES

7v7 RULES

 

4. 7v7 DIVISION AND TEAM ORGANIZATION

4.1 Game Play

4.1.1. 10U – 7v7 (Age as of 12/31)

4.1.2. 12U – 7v7  (Age as of 12/31)

4.1.3. 14U – 7v7  (Age as of 12/31)

4.2. Players must provide a colored mouthpiece, shorts, or sweatpants with no pockets and a pair of rubber soles or screw-on cleats. No metal baseball-type cleats are permitted.

4.3. Mandatory Play Policy

4.3.1 Each player must play at least 50% of the game.

4.3.2. The mandatory play policy ensures that all players who signed up are treated fairly, regardless of their ability, and are allowed to learn and participate in organized team sports. However, parents and players are encouraged not to abuse this rule, attend practice regularly, and communicate with a coach if a player is not going to attend a practice. If a coach feels that a player is abusing the league’s mandatory play policy, a coach may petition the league, in writing, requesting that the rule be waived on a per-player basis for one week. The league will not communicate between coaches, players, and parents on the request to waive the participation rule on a per-player basis.

4.3.3. Referees will not enforce this. League officials will enforce this rule based on complaints from parents, players, spectators, and other coaches. A formal complaint must be filed with a league official by Tuesday following the game in question, and there must be substantial and indisputable evidence. The burden of proof will fall on the party filing the protest.

4.3.4. If the facts of a protest prove that a coach is found deliberately in violation of the participation rule, that coach will forfeit the game.

4.3.5. Maximum Players Per Team:

4.3.5.1. 10U, 12U, 14U – 14 Players (Grizzly Teams)

4.3.5.2. 10U, 12U, 14U – 20 Players (Non-Grizzly Teams)

4.4. Ball Size

4.4.1. 10U Division – “Pee-Wee” sized ball or equivalent to a “Wilson K2” football.

4.4.2. 12U Division – “Junior” sized ball or equivalent to a “Wilson TDJ” football.

4.4.3. 14U Division – “Youth” sized ball or equivalent to a “Wilson TDY” football.
 

5. GENERAL RULES

5.1. Offense will Start on the 40-yard line.

5.2. There will be a coin flip before each game for 1st possession

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

5.4. QB will have 4.0 seconds to throw. Refs will 3-chop, and the 4th chop is the whistle.

5.5. Each team will have one blitz per game (including overtime). THE HEAD REFEREE WILL TRACK.

5.6. Running by the offense is permitted except within 5 yards of a first down and the goal line.

5.7. There are NO untimed downs. Exception – if the team scores and time expires, the scoring team will be allowed the extra point attempt.

5.8. The Head Referee can stop the clock to ensure the proper application of the rules outlined herein.
 

6. TEAMS, COACHES, AND GAME MANAGERS

6.1. Players must remain on their sideline during the game.

6.2. Please police your sidelines, keep players back during the game, and clean up all trash after your game.

6.3. All games will be 20 minutes long with a running clock. During the regular season, teams will play 2 games per week.

6.4. Each team will be allotted one 60-second timeout per game.

6.5. Maximum of five (5) coaches per team.

6.6. One Offensive Coach and up to two players can be on the field (players must be on one knee) during play. 1st time is a warning, 2ndtime a delay of game will be assessed (which IS a loss of down)!  No defensive coaches can be on the field at any time. 

6.7. 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.

6.8. Each game will have at least 3 referees. Coaches will sign the final game score sheet after each contest.

6.9. The Head Referee will oversee maintaining order during the game and ensuring these rules are correctly enforced. The Head Referee will be responsible for yelling the score to both teams as points are awarded.

7. OFFENSE

7.1. 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.

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

7.3. Each team must possess a center to snap the ball. The center is ineligible to catch a pass. If a QB tee is provided, you will use the QB tee.

7.4. 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 either on the hash or the middle.

7.5. The offensive team may run the ball on ANY DOWN (Example they can run 1st 2nd and 3RD if they choose) except within 5yds of a first down or goal line. All forms of runs and handoffs are permitted.

7.6. 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.

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

7.8. 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.

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

7.10. All offensive formations must be legal sets per NHFS rules as of 2023. Receivers must respect the tackle box. We will enforce Illegal formation penalties if you do not have at least two (2) receivers on the line of scrimmage, receivers appropriately aligned with respect covered/uncovered and on/off declarations, and only four (4) eligible receivers on one side of the center. Motioned receivers cannot be lined up “on” and be in motion when the ball is snapped. Shifts are allowed, but the player(s) must be set for one full second before the ball is snapped. 

7.11. All offensive substitutions must enter through the back of the offense.
 

8. DEFENSE

8.1. “Jamming” is allowed within five yards of the line of scrimmage.

9. SCORING

9.1. Six (6) points for a touchdown

9.2. One (1) point for a PAT from the 5-yard line

9.3. Two (2) points for a PAT from the 10-yard line

9.4. Two (2) points for a defensive stop

9.5. Three (3) Points for Interception (no runbacks or “pick six”)

9.6. Turnover on a PAT is a dead ball (including interception), and no points will be given

9.7. If a defensive stop or an interception occurs with no time on the clock, the defense will still be awarded two (2) points for the defensive stop and three (3) points for the interception.

9.8. The referee-scorekeeper will keep official scores on the Field.
 

10. OFFENSIVE PENALTIES

10.1. False Start = Loss of Down

10.2. Delay of Game = Loss of Down

10.3. Each team will have 25 seconds to snap the ball once it has been marked ready for play; a delay of game penalty will be assessed.

10.4. Offensive Pass Interference = 5-yard penalty and Loss of Down

10.5. 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.

10.6. 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 the offense in retrieving and returning the ball will result in a delay of game and a loss of down.

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

10.8. If a personal foul is assessed on a Touchdown to the offensive player, Offensive team will lose the next down which is the PAT. Ball goes to the Defense on the 40-yard line.

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

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

10.11. 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.
 

11. DEFENSIVE PENALTIES

11.1. Off-sides = 5-yard penalty

11.2. Defensive Pass Interference = will be a spot foul (1st down at the spot).

11.3. Defensive Holding = Defensive Holding is a 5-yard penalty and automatic first down.

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

11.5. Defensive Pass Interference on an extra point is half the distance for the same number of points. Ex. Going for two (2) from the 10-yard line, pass interference occurs in the endzone – ball is moved to the 5-yard line, and if converted offense is awarded two (2) pts.

11.6. 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.

11.7. Responsibility to avoid contact is with the defense.

11.8. 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.

11.9. 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.

11.10. Game CANNOT end on a defensive penalty!

11.11. Tackling or unnecessary roughness will be an unsportsmanlike penalty (No Warning). Resulting in a 15-yard Penalty and AUTOMATIC  1st Down, and subject to the player’s ejection. Diving at the legs of an offensive player will be considered unnecessary roughness. 

11.12. 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.
 

12. BLITZ

12.1. Each time has 1 blitz to be used during game play and/or during overtime

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

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

12.4. If a team blitzes, and there is a Defensive penalty on the play the blitzing team will forfeit their blitz. If there is an offense penalty on the play, the blitzing team can accept the penalty, if the penalty is accepted the blitzing team will maintain their blitz.

12.5. The individual(s) blitzing the QB must respect the tackle box. 3 yards on either side of the center and 2 yards deep behind the line of scrimmage.

13. TIE BREAKER/OVERTIME RULES (Will only apply during postseason)

13.1. Regular season games that end in a tie will NOT have an overtime. Any postseason game that ends in a tie will result in Overtime. 

13.2. The referee will select a team to call the coin toss in overtime, at his/her discretion.

13.3. The winner of the coin flip will select if they want to be 1st   offense or defense.

13.4. 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.

13.5. Only offensive scoring will count in overtime.

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

13.7. 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. 

13.8. OVER TIME PENALTIES

13.8.1. All regulation rules and penalties apply.


14. CELEBRATIONS | FIGHTING CONDUCT

14.1. We encourage celebrations. However, we do not tolerate taunting. Keep it fun and quick so as not to unnecessarily delay gameplay. If during a celebration your players pass the other team's hash, you will be penalized for Excessive Celebration/Taunting. If a team is penalized for excessively celebrating/taunting, the result is an unsportsmanlike penalty, a loss of down and ejection of the player.

14.2. BALLHEAD NOTE: Circling or touching players from the opposite team will result in an excessive celebration penalty. A second violation may result in an ejection at the discretion of League Officials.

14.3. Punting or throwing the Ball will result in a personal foul.

14.4. Fighting will not be tolerated. 

14.4.1.If any coach encourages inappropriate behavior and acts aggressively towards other coaches or players, the coach will be ejected from the game after one warning.

14.4.2.If any coach touches any player from another team, the coach will be ejected from the league.

14.4.3.If a player throws a punch, he is ejected immediately and will result in a 4-game suspension.

14.4.4.If players engage in pushing or shoving, they may be ejected immediately from the game at the referees’ discretion.

14.4.5.If a second incident occurs with the same player(s), they will be ejected from the game immediately.

14.4.6.If a team’s bench clears, resulting in a fight, both teams are ejected, resulting in a forfeit.

14.4.7.The league staff has the right in extreme cases to eject players, coaches, teams, and by-standers of any game and they will have to leave the facility immediately. A referee can also give a 15-yard unsportsmanlike penalty.

 

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