7v7 rules
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NEXTPLAY ATHLETICS: 7v7 BOYS TOURNAMENT RULES
TOURNAMENT PLAY RULES AND REGULATIONS
1. Each team is guaranteed a minimum of 3 games. Every player must wear a mouthpiece; a soft-shell helmet is recommended.
2. A whistle from the referees starts each game.
3. If a team scores a touchdown with time remaining, they may attempt a 2-point conversion or take the automatic 1-point.
4. Pass interference is a 10-yard penalty with an automatic first down.
5. One-hand touch is allowed below the neck.
6. No blocking is permitted.
7. All fumbles that touch the ground are dead, except when the QB is receiving the ball from the QB tee or shotgun snap; in that case, the quarterback may continue the play.
8. Play is limited to 7-on-7. If a team uses an eight-man front, one player must go to one knee at the line of scrimmage before the snap (between the tackles; the player on a knee may move with motion). If the offense fails to comply, they may choose to keep the result of the play or replay the down. The eighth-man may not jam or contact any offensive player.
9. The offense will have 4.0 seconds to throw for 8U-13U and 3.7 seconds for 8th, 9th, and HS divisions.
10. Coaches must stay out of the defensive secondary. Defensive coaches must stay on the sideline. One offensive coach may stand behind the offense during the huddle and play.
11. Any flagrant foul or fight may result in disqualification of the involved players and/or teams.
12. The first series begins at the plus 40-yard line; 40 yards must be gained to score.
13. There is a 30-second play clock once the ball is back on the QB Tee.
14. No running plays, QB sneaks, or draws. 8/9U divisions may run the ball outside the no-run zone (25-20 yard line and 5-goal line) only.
15. Each team has three downs to advance past the 20-yard line. The offense has four downs to score once inside the 20-yard line.
16. If the defense stops the offense on downs, the defensive team earns 1 point and takes over at the plus 40-yard line. An interception gives the offense the ball at the 30-yard line and counts as 3 points.
17. A touchdown is worth 6 points. The extra point is automatic; if choosing to go for 2, the attempt is from the 10-yard line. If the 2-point attempt fails, the touchdown remains 6 points.
18. Games, pending tournament, are 22–25 minutes with a running clock. No timeouts.
19. A sack (time-to-throw expired) results in a 5-yard loss from the previous spot and a loss of down. If a sack occurs before the ball is thrown, the ball is dead (e.g., timer expires, then the QB throws and is intercepted).
20. If a penalty or sack occurs from the 40-yard line, the outcome is reflected on the offense’s next positive gain. Example: a sack on 1st down from the 40-yard line creates 2nd and 25; if the offense gains 22 yards to the 18-yard line, the ball is placed back 5 yards due to the sack on 1st down, making it 3rd and 3 from the 23-yard line.
21. In the event of a tie in pool play, there will be no overtime. In single-elimination playoffs, there is overtime: each team gets two plays from the 10-yard line; teams must go for 2 on every overtime possession. The higher seed chooses whether to start on defense or offense. An interception in overtime wins the game. If tied again, the process repeats until a winner is determined.
ELIGIBILITY
All players and coaches must be registered and eligible on Zorts. If a player/coach is not eligible on Zorts, they will not receive a team wristband. If the age verification system (Zorts) is down, players must provide age verification (birth certificate, passport) and/or provide a school report card or school ID.
EACH PLAYER AND COACH MUST HAVE SIGNED THE LIABILITY WAIVER FORM TO PARTICIPATE. NO EXCEPTIONS. All player eligibility questions are at the discretion of the Tournament Director.
COACH WRISTBANDS
Three wristbands per team. Each coach/team manager must be on the Zorts roster and marked as ELIGIBLE to receive a wristband.
SCORING
- Touchdown = 6 points; automatic 1-point if not going for 2-point conversion.
- 2-point conversion from any hash or middle of the field from the 10-yard line. Teams have 10 seconds to declare a 2-point attempt—no takebacks.
- Interception = 3 points
- Defensive stop = 1 point
SPORTSMANSHIP
Fighting is not tolerated. A punched player is ejected immediately and cannot return. Pushing or shoving may lead to immediate ejection at the referee’s discretion. If a bench clears and a fight occurs, both teams are ejected and forfeit. Referees may issue a 15-yard unsportsmanlike penalty. Cheating results in automatic disqualification.
Moving the Ball
- 8-9U DIVISION: Start at the 30-yard line. Three plays to reach the 20; four plays to score. No-run zone within 25–20 and 5-Goalline.
- 10U and older: Start at the 40-yard line with three plays to reach the 20-yard line; inside the 20, four plays to score (3 to reach 20, 4 to score).
- Offense always starts with their choice of hash after possession change.
- The ball will not automatically reset to the middle after each play; it will be placed on the hash where the ball is downed. If the offense wants the ball in the middle, they must request it; they cannot choose any hash beyond the default placement.
Coaching your Team
- One offensive coach is allowed on the field at any time; no players can be on or behind the field unless they are in the game. A violation results in a delay of game penalty after a warning.
- Coaches may not challenge officiating calls.
- Remaining coaches stay on their sideline; no defensive coaches in the secondary before/during/after plays.
- All other coaches must stay on their own sideline.
- Defensive coaches may go on the field between plays but must stay on the sideline.
- Each team receives one sideline warning per game; subsequent warnings incur penalties or ejection.
Special Rules
- NO BLITZING allowed for the entire game (including overtime). Violations incur 15 yards and unsportsmanlike conduct.
- Blocking is not allowed.
- If delaying the game, it counts as a delay of game and results in loss of down after the first delay penalty.
- George’s Tackle Box Rule: All eligible receivers must release outside the tackle box.
- Blocking results in a loss of down and return to the previous spot.
- Face guarding is allowed.
- A ball carrier is ruled down when touched below the neck with one hand, or the ball carrier’s elbow/knee, or when the ball touches the ground. Defenders may leap to tag; offensive players may also jump.
- Fumbles (not including the snap) are dead at the spot with the last team in control retaining possession.
- The offense has 30 seconds to put the ball into play; delay of game results in a loss of down.
- The offense is responsible for retrieving and returning the ball to the official; the clock does not stop. Delays in returning the ball result in delay of game.
Single-Elimination Bracket/Playoffs
- Bracket seeding: based on pool play results (win/loss, head-to-head, point differential, points scored, points allowed). The exact playoff field varies by division and master schedule. NextPlay Athletics aims to maximize playoff participation but cannot guarantee the exact percentage.
MOST IMPORTANT RULES
- Tournament staff will not overturn a referee’s call, but the Tournament Director has final say on every rule/question/judgment, with consultation.