7on7 Association

Yakima Valley 7on7 Classic [Event is Over]

Competition Rules for SHUT’EM DOWN 7v7 Tournament

1.     Roster/Players/Coaches

a.     Roster
i.     2022 seniors are not allowed in this tournament.

ii.     Each team has a maximum of 30 players. Only 30 players are to be listed on the Official Roster for the team.

iii.     There is absolutely no team swapping allowed.  If a player is listed on the official team roster for one team the player is only allowed to play with that team.  If a player is caught swapping teams the team will be disqualified.

b.     Players
i.     Age requirements are as follows:
1.     18U – All players must be under the age of 19.
2.     15U – Players must be 15 years of age or less as of 9/1/2022.

c.     Coaches
i.     Each team has a maximum of 4 coaches.  Coaches will be allowed on the sidelines only during games.

ii.     Only 1 offensive coach may be in the huddle with players between plays but must move outside the hash on his/her team’s bench side when the huddle breaks.

iii.     Defensive coaches are not allowed on the field at any time.

2.     Officials

a.     Each game will have 3 officials (Referee, Field Judge, & Back Judge)
b.     Each game will have a scorekeeper and timekeeper.
c.     Each field will have a field manager to assist with crowd, player, coach, and referee control on/around the game fields.

3.     Field Dimensions

a.     40 yards in length – 40, 25 & 10 are the first down lines
b.     Between 145’ - 160’ in width
c.     10 yards deep in End Zone
d.     Field hash marks are of high school dimensions




4.     Game Times

a.     A coin toss will determine which team begins on offense or defense.  In bracket play the higher seeded team gets the choice of offense or defense for the opening possession.

b.     Teams must be onsite and ready to start on time. If a team is late or cannot start on time, the game clock will begin and whatever time is left on the clock will be where the game starts. The team that is late will begin on defense. If a team is late by 10 minutes or more, they will forfeit the game.  Forfeited games will be scored as 8-0.

c.     All game clocks will start and stop with an air horn.  Air horn will blow 3 times 3 minutes prior to game time.  Air horn will blow once for the start of the game and twice at the end of the game.  Digital game clocks will be used.

d.     Games are played with an eighteen (18) minute running clock. After the initial 18 minutes, the last 2 minutes are played as regulation football game with clock stoppages per regulation NFHS football rules. During the last two minutes, all completions must be advanced past the line of scrimmage, otherwise the clock will stop. Sacks in the last two minutes stop the clock as well.

e.     Starting Offense

i.     Offense always starts on 40-yard line after any change of Possession.
ii.     Offense has 3 downs to gain a first down. First down markers will be at the 25- and 10-yard lines. Once inside the 10, the offense has 3 downs to score a TD.
iii.     For the conversion after a touchdown, the offense can choose to go for 1 or 2 points. 1 point conversion is from the 3-yard line a 2-point conversion is from the 10-yard line. The offense may choose hash for ball placement.
iv.     QB gets 4.0 seconds to throw the ball (anything over 4.0 secs is considered a sack)
v.     25 second play clock
vi.     Offensive players responsible for retrieving ball
vii.     Passer can’t advance the ball
viii.     No handoffs
ix.     No laterals
x.     All passes must be past the line of scrimmage, any pass behind the line of scrimmage will result in a dead ball (treated as sack)
xi.     No blocking
xii.     Receivers must line up outside the tackle box
xiii.     All offensive formations must be legal formations (must be 1 WR on the ball on both sides of ball)
xiv.     Fumbles after completion of a pass are dead balls as soon as they hit the ground
xv.     Fumbles during snap can be picked up (THESE ARE NOT DEAD BALLS)
xvi.     A player is ruled down when touched below the neck with 1 or 2 hands.

f.     1 timeout per team (30 sec) – during tournament bracket play only.

g.     Overtime is allowed during tournament bracket play only
i.     If overtime is required, teams will alternate three (3) plays from the ten-yard line. Each team has an attempt to score in each overtime period.

ii.     Starting with the 3rd and subsequent overtimes, all PAT’s must be 2-point attempts from the 10-yard line.

iii.     Overtime periods are not timed.

iv.     Each team is awarded one timeout during overtime period.

5.     Scoring

a.     Six (6) points for a touchdown
b.     One (1) point for a PAT from 3-yard line
c.     Two (2) points for a PAT from 10-yard line
d.     Two (2) Points for Defensive Stop on downs
e.     Three (3) Points for Interception (no runbacks or “pick 6” for safety reasons)
f.     Turnover on a PAT is dead ball (including INT)
g.     Official scores will be kept by field referee and sideline scorekeeper.

6.     Tiebreaker Rules

a.     If two (2) teams are tied at the end of pool play, the tiebreaker is head-to-head records.

b.     If three (3) or more teams are tied at the end of pool play, the following criteria will be used to determine winners (in this order):
i.     Head-to-head records
ii.     PA – Points Allowed
iii.     PD – Point Differential
iv.     Coin Flip

7.     Penalties

a.     OFFENSE
i.     Off-sides = Loss of Down

ii.     Delay of Game = Loss of Down
1.      Each team will have 25 seconds to snap the ball once it has been marked ready for play; delay of game penalty will be assessed.

III.     Pass interference = 5-yard penalty and Loss of Down

IV.     No penalty may be assessed in excess of the 40-yard line. If a penalty would move the offense beyond the 40-yard line, the offensive team shall be charged with a loss of down.

V.     If the referee sees that the clock has exceeded 4.0 seconds, the play is blown dead. The ball should be returned to the original line of scrimmage with loss of down. If the QB proceeds to throw the ball after the play has been blown dead, a penalty for offensive delay of game will be assessed.

VI.     Offensive team is responsible for retrieving and returning the ball to the previous spot or the new scrimmage spot. Clock does not stop and any delay by offense in retrieving and returning the ball TO THE REFEREE will result in a delay of game and will be a 5-yard penalty from the succeeding spot.

VII.     If defensive holding occurs on the same play as a sack, the defense will be penalized and the sack is void.

b.     DEFENSE
i.     Off-sides = 5-yard penalty

ii.     Defensive Holding = 5-yard penalty


iii.     Defensive Pass Interference will be a spot foul (1st down at the spot).
1.     If Defensive Pass Interference occurs in the end zone, it will result in a 1st down at the 1-yard line.

iv.     Any dead ball penalty on the defense AFTER a change of possession would result in a loss of down for that team’s offense when they begin their ensuing possession.

v.     Responsibility to avoid contact is with the defense. The defense is allowed an INITIAL disruption, and then must cover. (Excessive force by shoving, pushing, or striking a blow will be penalized by automatic first down and 5 yards. Player can be expelled if ruled unsportsmanlike & flagrant).

8.     Appeals
a.     If during game play a coach or player disagrees with an official’s judgment call, they may not dispute that call with the official at that time.

b.     If during game play a coach or player disagrees with a rule’s interpretation, they may stop the game to determine with the officials and field manager.

c.     For consideration, the coach must report all game play ruling discrepancies to the Field Manager no more than 20 minutes after that game has ended. Any reversal or game-changing decisions will be made at the Field Manager’s discretion.

9.     Additional Rules

a.     Unsportsmanlike Conduct
i.     No teams may leave the sideline and enter the field to celebrate.  If any player leaves the sideline it will result in an unsportsmanlike conduct penalty.

ii.     NO TAUNTING, if a player is caught taunting it will result in an unsportsmanlike conduct penalty.

iii.     ABSOLUTELY NO FIGHTING

1.     If a player throws a punch the player will be AUTOMATICALLY EJECTED (No Exceptions).
2.     If 2 or more players are involved in a fight (brawl) the team will be AUTOMATICALLY DISQUALIFIED (No Exceptions).

b.     Music
i.     The use of music boxes is a PRIVILEGE.  Teams may use a music box to play music; however, ALL MUSIC MUST BE CLEAN.  If a team is asked to change the music more than once, the team will forfeit its privilege and will not be able to continue playing music (No Exceptions).

c.     Spectators
i.     ABSOLUTELY NO SPECTATORS are allowed on the track/field during the games All spectators are required to be in the stands.  It is the responsibility of the teams to relay this message to your players, parents, fans, etc.  There will be security to monitor spectator access.
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