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.
- 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.
- 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
- 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.
- 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.
- 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
- 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
- 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
- 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
- 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)
- All regular penalties apply
- Seeding based on W/L and point differential in pool play
- 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
- 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
- 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