WEST COAST ELITE 7V7 KICKOFF CLASSIC

Football (7v7) Tournament  -  April 30, 2023

 [Event is Over]
The field is 50 yards long, with A 10-yard end zones.
1 first down marking at the 20 yard line.

Starting the Game

Fastest Player Race decides first possession.
A whistle signals the start and end of each game.
Game Time: 22-minute running clock.
Teams start on the 40 yard line to begin a drive.
Teams will have 4 downs to gain a first down or touchdown.
35-second play clock.
QB has 4 seconds to throw unless a blitzer crosses the line of scrimmage.
Game cannot end on a defensive penalty — untimed down is given.
Timeouts

1 timeout per game.
Stops game clock, not the 35-second play clock.
Delay of game = loss of down.

****PUNT OR GO FOR IT!*****

Punt or Go for it?- on the offenses 4th down attempt the offense may elect to 'Punt or Go for it.'
By electing to Punt: the opposing team will start their drive back on the 40 yard line.
If the offense elects to 'GO FOR IT' on 4th down and fails, the opposing team will start their drive where the ball was last spotted.
EXAMPLE: If you elect to go for it on the 22 yard line and don't succeed, the opposing team will start their drive on the 22 yard line.
*THERE IS NO PUNTING OPTION IN THE REDZONE* IF A TEAM DOES NOT SCORE ON 4TH DOWN IN THE RED ZONE THE FIELD WILL BE FLIPPED; MEANING THE NEW OFFENSIVE TEAM WILL GAIN THE BALL BACK AT THE 40 YARD LINE*

****PICK SIX RULE****

Defenders are allowed to return interceptions for a touchdown.
If the defender is tagged before scoring, the ball will be spotted based on how far the return advanced toward the 40-yard line. The offense will then take over with the yardage adjusted from the interception spot to the 40-yard line.
Example: The defender intercepted the ball and was tagged 2 yards shy of the 40 yard line. The new offense will gain the ball on the 2 yard line.
Interception return for Touchdowns on an extra points = 2 points.
No Points for Interceptions; UNLESS ran back for touchdown.

Soft Shell helmets are recommended, but not required.
Mouth guards are required.
Players must wear the official tournament wristband to participate.

Coaching Rules

Only the offensive coaches is allowed on the field once the ball is snapped.
No substitutes/players allowed on the field or behind the qb during the play.
Defensive coaches may NOT be on the field during the play except for the 8U division.
Coaches get 1 sideline warning.
2nd = 10-yard penalty.
3rd = ejection.
Cheating = team disqualification.
Offense Rules

Always starts on the 40 yard line, choose center, left or right hash.
All teams must have a center/snapper.
Snap must be performed by a player (not coach):
Either through the legs or from a kneeling position.
Snapper cannot move, block, or run a route after the snap.
QB cannot run, only pass or hand off once.
Offenses have 1 quarterback and 5 eligible receivers
Receivers may not line up in the tackle box.
Offense has 4 downs to get a first down or score.
1 exchange per play (pass, handoff, or toss).
No trick plays: no double passes, reverses, or hook & ladders.

NO RUN ZONE

The NO RUN ZONE is the area where the Offense must throw the ball. No handoffs or running in the no run zone. (If the ball is on the line the offense may still run the ball). The NO RUN ZONE IS LOCATED 10 YARDS FROM THE END ZONE.

Blitz Rules

Defense is allowed 1 blitz per game.
Defense may blitz as many players as they want.
NO BLITZING ON THE 40 YARD LINE; Offense must gain one yard from starting point prior to blitzing.
The 4 second sack clock is no longer in effect once a blitz occurs.
Quarterbacks are NOT allowed to run the ball on a blitz.
No blitzing up the middle or through the Tackle Box; must rush the edge.
Blitzers must avoid contact with QB—tag only.
Roughing the passer = 15-yard penalty + possible ejection.
It is the blitzers responsibility to avoid contact with the quarterback. If the blitzer tackles, dives, blocks the quarterbacks arm or knocks down the quarterback the result of the play will be roughing the passer (15 yard penalty) and possible ejection from the event. The blitzer must simply tag the quarterback avoiding collusion or hitting the quarterbacks arm.
There are NO SAFETIES if the QB or runner is tagged in the end zone; the ball is placed back on the goal line starting point.

Defense Rules

Defenders may cross the line of scrimmage on run plays, once the ball has been handed off.
Interceptions can be returned for a touchdown (6 points).
If a defender is tagged in the end zone after an interception = ball starts at back at the 40 yard line

Center/Snapper Rules

All teams must have a center or snapper.
Snaps may be between the legs or from the knee; either way the ball must start on the ground.
Must remain stationary after the snap.
Cannot run routes or block.
If an interception happens, they can run and tag the defender.

The Tackle Box

The tackle box is the area 3.5 yards to the right and left of the snapper. Receivers may not run through the tackle box ever. This includes the running back.

Scoring

Touchdown = 6 points.
After a TD:
Automatic 1 point, or
Go for 2 points from the 10-yard line.
Interception return for Touchdowns on an extra points = 2 points.
No Points for Interceptions; UNLESS ran back for touchdown.

Blocking & Contact Rules

No blocking allowed.
Offensive players must avoid contact with blitzers.
Face guarding is legal.
A defender cannot leave their feet to make a tag.
Ball carrier is down when touched (below neck), or elbow/knee/ball hits ground.
Fumbles = dead at the spot, last team in control keeps possession.
Penalties

Defensive Pass Interference: Spot foul + automatic 1st down.
Defensive Holding: 10 yards + repeat the down.
Offensive Pass Interference: Loss of down + ball returned to previous spot.
Illegal Blitz: Blitzing more than once, 5 yard penalty 1st down.
Illegal Formation: Loss of Down
Running through the tackle box: Loss of Down
Blocking: Loss of down.
Blocking during an Interception run back = down at the spot of the block.
Delay of Game: Loss of down.
Tackling the ball carrier = 10 yard penalty, 1st down and possible ejection.
Unsportsmanlike/Excessive Celebration: Loss of down or 10 yard penalty.
Roughing the Passer = 15 yard penalty + Possible Ejection
Running in the No Run Zone = Loss of Down, ball placed in the original spot.
Missing Helmet or Mouth Piece = Loss of Down

Sportsmanship & Safety

Fighting = ejection. Second offense = ejected from tournament.
Only active offensive players on the field; others must stay on the sideline.
An interception will result in an immediate stoppage of play if a block occurs.
Excessive celebration is not allowed and will not be tolerated. At the discretion of the referee, if a team is penalized for excessively celebrating or clearing of the sideline, the result is an unsportsmanlike penalty and a loss of down.
A game cannot end on a defensive penalty. If this occurs, the offense will have an untimed down if time has expired.
The offense (wide receivers) has to line up outside the tackle box, and one receiver has to be on the line on each side.

Overtime Rules

Pool Play Overtime (Tiebreaker):

No overtime in pool play. Game will result in a tie on zorts.

Single Elimination Overtime:

Each team gets 2 downs from the 10-yard line.
OT1: After Touchdown; Option for automatic 1-point or go for 2.
OT2-OT4: After Touchdown; Teams must go for 2.
OT5: Longest Yard Challenge (coin toss to decide order).
Interceptions can be returned for 6, but defender must run the full field for it to count for points.
Extra point attempts may be intercepted and ran back for a touchdown but will only be 2 points if ran back.
Eligibility & Uniforms

Double Roster Allowed.
Player must wear matching uniform or notify opposing team & ref before the game.
Opposing teams may challenge teams roster eligibility.
If a team is caught cheating they will be removed from the event and all previous scores will be changed to a 28-0 loss.
Bracket Format

All teams may be seeded in the bracket by POOL RANKINGS. Top Seed from 1 pool will play the lowest seed from another pool (Overall ranking do not matter in the bracket) we mix up all the top teams from each pool, this will help to prevent early rematches, providing teams with more opportunities to compete against more variety of teams and talent. *Higher seed gets ball first.
Level Up Bracket Over Ride

In the case where 1 team plays another team from the same program in single elimination; Level Up Elites has the power to move and swap teams to provide more opportunities for those teams to compete against different competition outside of their own program. This decision will be made with an agreement from the entire Level Up Elite Staff. EXAMPLE: If Tiger (a) vs Tiger (b) play in the quarterfinals; Level up elites may swap Tiger (b) with someone on the opposite bracket. The team being swapped with Tiger (b) must have a HIGHER OVERALL RANKING. In the process of swapping teams the teams from the different 7v7 program gets ball first automatically.


Clean-Up Reminder

Each team is responsible for keeping their sideline clean. Please throw away water bottles and trash after your game.

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