We Play For Keeps 7v7 Football Showdown Classic

Football (7v7) Tournament  -  May 3, 2025

 [Event is Over]
GENERAL
  • Offense will start on the 40-yard line.
  • Coin flip for 1st possession in pool play.
  • Bracket play: higher seed chooses possession.
  • Player is down when touched with one hand between neck and ankles.
  • QB has 4.0 seconds to throw. Refs will chop and whistle. Stopwatch may be used.
  • One blitz per game (including overtime). Head Referee & Field General will track.
  • No running by offense.
  • No untimed downs, except for PAT at end of game.
  • Field General can stop clock to ensure rule enforcement.
TEAMS, COACHES, AND GAME MANAGERS
  • Max 24 players per team. No bands issued over 24.
  • Players stay on their sideline and do not warm-up on opponent’s side.
  • Keep sideline clear and clean up after games.
  • Max 4 coaches per team.
  • Only one offensive coach and two players (on a knee) allowed on field. 1st offense = warning, 2nd = delay of game (loss of down).
  • No defensive coaches on field at any time.
  • Offense sets up only after opposing team reaches 15-yard line. Penalty = delay of game and loss of down.
  • Each game has at least 2 referees and a Field Marshall.
  • Coaches must sign final score sheet after game.
  • Field Marshall maintains order and enforces rules.
  • Wristbands for team identification. No sharing or switching. One team per age group per player.
PLAYER ELIGIBILITY
  • All participants must check in at registration 75 minutes before their first game.
  • Players must be registered in Zorts for certification.
  • Age eligibility based on January 1, 2025 cutoff.
  • Age Divisions:
    • 18U – 18 or younger by Jan 1, 2025
    • 15U – 15 or younger by Jan 1, 2025
    • 14U – 14 or younger by Jan 1, 2025
GAME TIMES AND LATE POLICY
  • Arrive 30 minutes early. Games may start early.
  • Each game will last 20 minutes
  • Running clock with no timeouts during pool play.
  • During bracket play, NFHS clock rules apply in the final two minutes (clock stops on incomplete passes, out of bounds, and penalties).
  • 5 minutes late = 7 points to present team + ball first.
  • 10 minutes late = forfeit (28-0 final score).
  • Touchdown as time expires = PAT attempt allowed.
  • Head official keeps time, starts clock with whistle.
OFFENSE
  • Start at 40-yard line. 1st downs at 25 and 10-yard lines.
  • 3 downs to gain 1st down, and 3 downs to score inside 10.
  • Must use a center to snap (ineligible to catch).
  • After TD, 1 pt from 5-yd line, 2 pts from 10-yd line.
  • No running or blocking allowed.
  • Fumbled snap = dead ball, loss of down.
  • Offense must return ball promptly. Delays = penalty.
  • Legal offensive formations required. Subs enter from back.
SCORING
  • Touchdown = 6 points
  • PAT from 5 = 1 point
  • PAT from 10 = 2 points
  • Defensive stop = 2 points
  • Interception = 3 points and the offense will take possession at the 30-yard line
  • Turnover on PAT = dead ball, no points
  • End of game defensive points still awarded
  • Official score kept by scorekeeper on field
OFFENSE PENALTIES
  • False Start = Loss of Down
  • Delay of Game = Loss of Down
  • 25 seconds to snap = Delay of Game if exceeded
  • Offensive Pass Interference = 5-yard penalty + Loss of Down
  • Penalties at 40 = only Loss of Down (no yardage)
  • Dead Ball Penalty = 15 yards
  • TD + personal foul = lose PAT
  • Back-to-back Delay = defensive stop + 2 pts
  • Scoring team dead ball penalty = forfeit PAT
  • Offensive penalty during blitz = defense keeps blitz
DEFENSE PENALTIES
  • Off-sides = 5-yard penalty
  • Pass Interference = spot foul, 1st down
  • Holding = spot foul, 1st down
  • PI in end zone = 1st down at 1-yard line
  • PI on PAT = half distance, retry PAT
  • Dead ball after change of possession = loss of down
  • Responsibility to avoid contact is on defense
  • Dead ball penalty = 15 yards or half the distance + auto 1st down
  • Game can’t end on defensive penalty
  • Unnecessary roughness = 15 yards + 1st down + possible ejection
  • Defensive penalty during blitz = lose blitz
  • Punting = personal foul + loss of down, ball to 40
BLITZ
  • One blitz per game including overtime
  • No blitz at 40-yard line = off-sides
  • No 4-second count on blitz, QB may scramble (not run)
  • Offensive penalty = defense keeps blitz
  • Defensive penalty = blitz is lost
TIE BREAKER / OVERTIME
  • No overtime in pool play
  • Overtime in bracket play
  • Ref selects coin toss caller
  • Ball starts at 10-yard line
  • Each team gets 3 plays to score
  • Only offense can score
  • 2nd OT onward = teams alternate who goes first
  • From 2nd OT = teams must go for 2 (from 10-yard line)
OVERTIME PENALTIES
  • All regular penalties apply
TOURNAMENT SEEDING
  • Seeding based on W/L and point differential in pool play
FIGHTING WILL NOT BE TOLERATED
  • Punch = immediate ejection from tournament
  • Bench-clearing = both teams ejected
  • Retaliation without swinging = sit out a series
  • Retaliation with swing = ejection from game
  • Teams are responsible for fans, coaches, and players
CELEBRATIONS
  • Encouraged, but no taunting
  • No crossing other team’s hash during celebration
  • No punting the ball after an interception. This will be penalized the same as Ballhead rule (double taunting + 2 points to opposing team).
  • “Ballhead Note”: circling/touching opponents = double taunting + 2 pts to other team
  • No punting the ball after an interception = double taunting + 2 pts to the other team
  • Second offense = possible ejection
EQUIPMENT REQUIREMENTS
  • Mouthguards required
  • Headgear recommended, not required
  • Minimum ball sizes:
    • 14U – TDY
    • 15U/18U – High School size
  • Teams may use larger balls, but must meet minimum size

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