HERO 7V7

HERO Seattle [Event is Over]

STARTING EACH GAME:
1.     A coin toss will determine which team gets the ball first.  That team will begin possession of the ball on the 40-yard line with their choice of hash.
2.     A whistle will begin each game.
3.     Each game lasts 20 minutes with a running clock (Overtime in Pool Play).
4.     The official will declare when the clock is under 2 minutes.
5.     The clock never stops, with the exception of an injury or referee timeout.
6.     A whistle will end each game.
7.     The referees will keep the official score and time on the field for each game.

MOVING THE BALL:
1.     Offense always starts on 40-yard line with their choice of the hash.  After any change of possession.
2.     All snaps can be taken off of the ground or a QB-TEE.
3.     Offense has three (3) downs to gain a first down.  First down markers will be at the 25, 10-yard lines.
4.     Once inside the 10-yard line, the offense has three (3) downs to score a touchdown.
5.     The first person to control the football off the QB-TEE or the ground is the QB.  The QB is never eligible to run.
6.     NO running plays.
7.     Defensive players cannot cross the line of scrimmage at any time.
8.     Quarterback can NEVER run the ball.
9.     After offensive touchdown, the offense can choose to automatically receive 1 point, or go for 2 points from the 10-yard line.  Offense chooses hash for ball placement.

COACHING YOUR TEAM:
1.     There will be one offensive coach allowed on the field at any time and three (3) active athletes behind the coach.  (One warning then delay of game penalty)
2.     The coach must be positioned behind the offensive huddle.
3.     Coaches are not allowed to challenge any official ruling.
4.     Remaining team coaches can work from the sidelines.
5.     NO defensive coaches allowed on the field.
6.     Coaches will be given 1 sideline warning during play.  Second warning will result in a 10-yard penalty or half the distance to the goal.  Third warning will result in coach’s ejection.
7.     Any form of cheating qualifies for automatic team disqualification at the tournament!



SPECIAL RULES:
1.     NO TIMEOUTS
2.     NO BLITZING ALLOWED in the entire game (Including overtime).  IF a team blitz’s, they will be penalized 15 yards, Un-sportsman.
3.     NO blocking.
4.     Face guarding is allowed.
5.     Blocking will result in a loss of down, return to the previous spot.
6.     Ball carrier is legally down when touched below the neck with one hand or the ball carrier’s elbow/knee, or the football touches the ground.  A defender CAN leave his feet to make a tag.  The offensive player can leave his feet also.
7.     Fumbles (including snap) are dead balls at the spot with the last team in control retaining possession at the spot.
8.     Offensive team will have 25 seconds to put the ball into play.  Delay of game is a loss of down.
9.     The offensive team is responsible for retrieving and returning the ball to the official.  The clock does not stop, and any delay of the offense in retrieving and returning the ball to the official will result in a delay of game.
10.     Defensive pass interference will result in a 15-yard penalty and an automatic first down.  Defensive holding will result in a 10-yard penalty and repeat the down.
11.     Offensive pass interference will result in a return to the previous spot plus a loss of down.
12.     QB is allowed 4.0 seconds to throw the ball.  Referees will stop play if 4.0 seconds is surpassed.
13.     An interception will result in an immediate stoppage of play and a change of possession with the interception team gaining possession at the 40-yard line.
14.     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.
15.     A game cannot end on a defensive penalty.  If this occurs, the offense will have an untimed down if time has expired.
16.     The offense (Wide receivers) has to line up outside the tackle box, and one receiver has to be on the line on each side.
17.     Fighting will not be tolerated.  If a player throws a punch, he is ejected immediately and CANNOT return to the game.  If players are involved in pushing or shoving, they may be ejected immediately from the game at the referees’ discretion.  If a second incident occurs with the same player(s), they will be ejected from the tournament in its entirety.  If a team’s bench clears, resulting in a fight, both of the teams are ejected, resulting in a forfeit.  The referee has the right to throw out any player, players or team out of the game.  The STAFF has the right in extreme cases to eject players, coaches, teams, and b-standers of any tournament and they will have to leave the facility immediately.  A referee can also give a 15 yard-unsportsmanlike penalty.




OVERTIME/TIE BREAKER:
1.     Games in bracket play (single elimination) that end in a tie will go to a tie breaker.  There will be a coin toss at the beginning of the tie breaker with the home team calling the toss.  The winner will choose to be on either offense or defense.
2.     Each team will have two (2) plays from the 10-yard line, with choice of hash.  If you score, you receive the standard six (6) points
3.     If the offense scores, then they MUST choose to go for 1 point from the 5-yard line, or 2 points from the 10-yard line.
4.     The opposing team gets the same opportunity to win.
5.     If neither team scores or it still ends as a tie, we will flip the coin again then back to the standard longest passing yard completed from the 40-yard line.  There is no running allowed in the longest yard situations.
6.     The team with most yards will be declared the winner of the tiebreaker and will add one (1) point to the final score.
7.     If there is no completion, or the deepest completion is equal, the tiebreaker will be repeated with the team that lost the initial coin toss making the choice to either take offense or defense.
8.     This format will be repeated until there is a clear winner is declared.
9.     This tiebreaker format will be used in single-elimination games only.

TIE BREAKERS:
1.     Head to head
2.     Points for
3.     Points against
4.     Point differential, total score minus total given up
5.     If two (2) teams are tied in all categories, a coin flip will determine team placement

POINT VALUES:
1.     Offensive touchdown = 6 points (team can choose to receive automatic 1 point for a total of 7 points)
2.     Two (2) point conversion = 2 points
3.     Defensive interception = 3 points










OFFENSIVE PENALTIES:
1.     False start / Illegal motion:   No loss of yardage, just loss of down
2.     Delay of game:  No loss of yardage, just loss of down
3.     Blocking:   No loss of yardage, just loss of down
4.     Offensive pass interference:  No loss of yardage, just loss of down
5.     Unnecessary Roughness:  15 yards from LOS and loss of down
6.     Un-sportsman:    15 yards and loss of down

DEFENSIVE PENALTIES:
7.     Encroachment / Neutral Zone:  5 yards, repeat down
8.     Holding:  10 yards, repeat down
9.     Defensive Pass Interference:   15 yards, automatic first down
10.     Unnecessary Roughness:   15 yards from LOS
11.     Illegal Participation:   5 yards, repeat down
12.     Un-sportsman:   15 yards, automatic first down
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