Village Showcase 3!
Football (7v7) Tournament - March 15 to March 16, 2025
[Event is Over]
PLEASE READ OUR RULES BELOW: Scoring section is different than usual.
GENERAL
1. Offense will Start on the 40-yard line.
2. There will be a coin flip before each game for 1st possession during pool play.
3. During Tournament play the higher seed will choose which team gets the ball first.
4. Player is down when he is touched with at least one hand.
5. QB will have 4.0 seconds to throw. Refs will 3-chop and the 4th chop is the whistle. The four second clock starts on the snap of the ball.
6. Each team will have one blitz per game (including overtime). HEAD REFEREE WILL TRACK.
7. Running the ball on by offense is permitted (Unlimited).
8. There are NO untimed downs with the exception of the extra point if a team scores a touchdown as the game time expires.
9. The Field General can stop the clock to ensure proper application of the rules outlined herein.
TEAMS, COACHES AND GAME MANAGERS
1. Maximum number of players on one team is twenty-four (24). Bands will not be issued for more than 24 players. Orgs with multiple teams will also wear different colors, as you CANNOT play on multiple team’s within the same division of play!
2. Players must remain on their sideline during the game.
3. Players and coaches respect the teams that are playing. Do not warm-up on their sideline.
4. Please police your own sidelines keeping players back during the game and PLEASE clean up all trash after your game.
5. Maximum of four (4) coaches per team. This includes team Business Manager/Parent. NO EXCEPTIONS.
6. One Offensive Coach and no more than three players can be on the field (players must be on one knee) during play. 1st time is a warning 2nd time delay of game will be assessed (which IS a loss of down)!  No defensive coaches can be on the field at any time.
7. Offense cannot set up on the field until the opposing team reaches the 25-yard line. Penalty is delay of game on your defense, 5 yards and replay of down.
8. Each game will have at least two (2/3) referees, and a Field General. Coaches should confirm score at the end of the game. Field General records scores as given by Refs,
9. The Field Generals will be in charge of maintaining order during the game and ensuring these rules are enforced properly. The Head Official will be responsible for yelling the score to both teams as points are awarded.
Organizations with multiple teams in the same age group: During check in, each player will be given a different color wrist band to represent their team. Once a team is eliminated from tournament play that disqualifies those players on the losing team from further play during that day.  Wristbands are not interchangeable among players. All players must have a wristband to be eligible to compete. This will be monitored by Field Generals and tournament staff. Any players/teams that are caught switching wristbands or competing without a wristband will be automatically eliminated from the tournament. PLAYERS CANNOT PLAY ON MORE THAN ONE TEAM WITHIN THE SAME DIVISION FOR THE ENTIRETY OF THE EVENT! Any VIOLATION OF THIS WILL RESULT IN IMMEDIATE ELIMINATION
PLAYER ELIGIBILITY
Every participant will be required to check in at the registration table. Please arrive an hour or more before game time to allow time for the registration process.
ALL teams must have all players registered in Zorts in order to expedite the certification process. YOU MAY HAVE TO WAIT behind teams that completed this process properly.
PLEASE BE SURE TO UNDERSTAND DIVISION AGE/GRADE REQUIREMENTS.
If found guilty of using illegal players, both players and team will be eliminated immediately.
BOYS 7on7 DIVISIONS:
HS/17u– Must have a picture ID along with a document demonstrating the player grade. School ID is okay.
FRESHMAN/15U– Player must be in the 9th grade -OR- no older than 15 years of age as of Aug 1, 2023! Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, etc.
MS/14U– Player must be in the 8th grade -OR- no older than 14 years of age as of Aug 1, 2023! Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, etc.
YOUTH DIVISIONS (Age as of JUL 31, 2023)
12U– Must be no older than 12 years old on or before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
11U– Must be no older than 11 years old before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
10U– Must be no older than 10 years old before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
9U– Must be no older than 9 years old before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
8U– Must be no older than 8 years old before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
7U- Must be no older than 7 years old before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
GIRLS FLAG DIVISIONS (IF APPLICABLE):
18U- Age cutoff is JUL 31, 2023
14U- Age cutoff is JUL 31, 2023
PLEASE NOTE ALL TEAMS ARE SUBJECT TO PLAY UP A DIVISION IF THERE ARE NOT ENOUGH TEAMS IN A PARTICULAR DIVISION. (IE: 9U moves to 10U)
GAME TIMES AND LATE POLICY
1. Each game will last 25 minutes.
2. Running clock with no timeouts.
3. Please arrive at least 30 mins before scheduled game time.
4. Teams must be onsite and ready to start on time. Game clock will start at the original scheduled game time or the game time specified by the event Director.  Five minutes late, 7 points will be awarded to the team that is present on time and they will posses the ball first. Ten minutes late, the team will forfeit the game.  A win by forfeit will result in a 7-0 final score. With exception of field monitors communicating OT or Injury holding a team up on another field. (Registration will not be a reason to hold up games. Game times are final and you must be at the field ready to compete by game time.)
5. If a touchdown is scored and time runs out, the scoring team will be allowed an extra point attempt.
6. The head official will keep the time and score; The head official will blow the whistle to start the clock.
OFFENSE
1. Offense will start on the 40 yard-line with the option of using either hash. First downs will be at the 25-yard line and 10-yard lines. Once the 1st down is achieved inside the 10-yard line you will have three (3) downs to score.
2. Offense has three (3) downs to gain a first down.
3. Each team must possess off the QB tee, must provide a center to snap the ball off the tee if in shotgun. If using a center, he is ineligible to catch a pass, and must take a quick knee alongside the QB tee. NO SHOTGUN from the 40-yard line to prevent injury.
4. The offensive team may run the ball on ANY DOWN (Example they can run 1st 2nd and 3RD if they choose). All forms of runs and handoffs are permitted.
5. The 1ST player to receive the ball from the center is considered the QB and can NOT run. The 2nd player to possess the ball is the runner and is not allowed to throw or lateral the ball.
6. NO BLOCKING – THIS WILL RESULT IN A 5-YARD PENALTY FROM THE PREVIOUS LINE OF SCRIMMAGE AND A LOSS OF DOWN.
7. Fumbled shot-gun snap is a dead ball (loss of down), and the ball will return to the original line of scrimmage. All fumbles are dead where they lay.
8. Offensive team is responsible for retrieving and returning the ball to the previous spot or the new line of scrimmage.
9. All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box.
10. All offensive substitutions must enter through the back of the offense.
"THE SHOWDOWN" EXTRA POINT/2 POINT CONVERSION
After a score is signaled by the Ref, the 25 second play clock will be started. The offense will pick a receiver and QB to line up at the 3yd line, middle field. The defense will then pick 1 defender to match up for a 1v1 event. The receiver can choose to line up on either side of the QB, but will not be allowed to cross the mid field line during the play. No motion allowed. The QB will have 3.0 seconds to throw. Refs will 2-chop and the 3th chop is the whistle. The 3 second clock starts on the snap of the ball.
The scoring team may choose to go for a 2pt conversion from the 10 yd line in a 1v1. Same rules apply but if scored, the team will be awarded 2 points.
This is a timed down and efficiency will be enforced. Huddles are discouraged. Coaches should prepare to have 2-3 options to run The Showdown on both sides of the ball. Talk about simple routes for a 3 second clock. Any deliberate slow play will result in loss of down with no point awarded.
1. If the pass is completed in the end zone, 1 point will be rewarded to the offense.
2. If the play is broken up, no points awarded.
3. If the defender intercepts the pass, the defense is awarded 2 points.
4. Any penalty will be an automatic win for the other (1 point to the offense for DPI, or 2 points to the defense for OPI)
SCORING
1. Six (6) points for a touchdown
2. One (1) point for an offensive Showdown win / Two (2) points for a Showdown conversion from the 10yd line
3. Two (2) points for a Showdown interception (no points awarded for an incomplete pass)
4. One (2) Point for an Interception & the ball starting on the 30-yard line (no runbacks or “pick six”)
5. If there is an interception that occurs with no time on the clock, the defense will still be awarded one (2) point for the interception.
Official scores will be kept by the HEAD OFFICIAL on the Field.
OFFENSE PENALTIES
False Start = Loss of Down
Delay of Game = Loss of Down
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.
Offensive Pass Interference = 5-yard penalty and Loss of Down
If there is an offensive penalty at the 40-yard line, the Offensive team will just be penalized with a loss of down.  (ex. 1st Down, Offensive Pass Interference penalty @ 40-yard line, next play will be 2nd down from the 40-yard line.
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 will result in a delay of game and be a loss of down.
Dead Ball penalties on the Offense assessed after the play would result in a 15-yard penalty.
If a personal foul is assessed on a Touchdown to the offensive player, Offensive team will lose the next down which is the PAT. No automatic (1) for PAT will be given. Ball goes to the Defense on the 40-yard line.
Back-to-Back delay of game penalties will result in a defensive stop and a change of possession.
If the scoring team is assessed a dead ball penalty after a touchdown, they will forfeit their extra point opportunity.
If there is an Offensive penalty (false start, delay of game, offensive pass interference, etc…) when the defensive team blitzes, the defensive team will be awarded their blitz back if the penalty is accepted.
DEFENSIVE PENALTIES
Off-sides = 5-yard penalty
Defensive Pass Interference = 15 Yards (1st down).
Defensive Holding = 10 Yards (Replay down unless penalty yds give 1st).
If Defensive Pass Interference occurs in the end zone, the NHSFA rule will be assessed.
Defensive Pass Interference on an extra point is half the distance for the same number of points. Ex. Going for two (2) from the 10-yard line, pass interference occurs in the endzone – ball is moved to the 5 yard line and if converted offense is awarded two (2) pts.
Any dead ball penalty on the defense AFTER a change of possession or TD would result in a loss of down for that team’s offense when they begin their ensuing possession.
Responsibility to avoid contact is with the defense.
Dead Ball penalties on the defense assessed after the play would result in a 15-yard penalty, or half the distance to the goal from the spot of the ball and an automatic first down.
Game CANNOT end on a defensive penalty!
Tackling or unnecessary roughness will be an unsportsmanlike penalty (No Warning). Resulting in a 15-yard Penalty and AUTOMATIC  1st Down, and subject to ejection of the player. Diving at the legs of an offensive player will be considered unnecessary roughness.
If there is a Defensive penalty that occurs when the defensive team blitzes (defensive holding, offside, etc.) the defensive team will lose their blitz for the remainder of the game. (Ex: Defensive team blitz, offensive team scores a TD. There is a defensive penalty on the play.  The defense loses the blitz.)
Punting the Ball will result in a personal foul, if on a change of possession, the penalty will result in a loss of down and the ball placed on the 40yd line. (Also, PLEASE SEE PUNTING BALL NOTE BELOW UNDER "CELEBRATIONS)
BLITZ
1) Each team has 1 blitz to be used during game play and/or during overtime
2) If a team blitzes, there will be NO 4 second count! QB can scramble but cannot run past the original line of scrimmage
3) NO BLITZING FROM THE 40 (Player Safety) The Blitz can be used at any part of the field after the ball advances off the 40; the blitzing team can blitz as many players as they choose.
4) If a team blitzes, and there is a Defensive penalty on the play the blitzing team will forfeit their blitz. If there is an offense penalty on the play, the blitzing team can accept the penalty, if the penalty is accepted the blitzing team will maintain their blitz.
TIE BREAKER/OVERTIME RULES
NO OVERTIME IN POOL PLAY!
OVERTIME ONLY WHILE IN BRACKET/ELIMINATION PLAY!
The higher seeded team will call the coin toss to determine possession in OT.
The winner of the coin flip will select if they want to be 1st   offense or defense.
The ball will be marked on the 10-yard line and NCAA overtime rules will apply. Each Team has three attempts to score.
Only offensive scoring will count in the 1st overtime, No Showdown extra point in the 1st OT.
After the 1st overtime, both teams will compete in a Showdown Shootout. Each team will pick 4 different players to compete in a 1v1 2 for offense and 2 for defense. They will alternate shootout style. Most points at the end of the 4 plays wins.
*If a game goes into a 2nd overtime, the team that gets the ball 2nd in the 1st overtime will receive the ball 1st in the 2nd overtime. 3rd overtimes and the teams will switch again.
OVERTIME PENALTIES
All regulation rules and penalties apply.
TOURNAMENT SEEDING
All teams will be seeded into theTournament based on the win/loss record and point differential in pool play. Seeding is automatic and cannot be adjusted after populated unless there was a STAFF error. No request will be considered for seeding.
FIGHTING WILL NOT BE TOLERATED BY ANYBODY
If a player throws a punch, he is ejected immediately and cannot return for the tournament. If the team benches clear and it results in a fight both of the teams will ejected and cannot return. IF A PLAYER WHO IS PUNCHED RETALIATES BUT DOES NOT SWING BACK, WILL BE REQUIRED TO SIT OUT A SERIES. IF A PLAYER IS PUNCHED AND SWINGS BACK, HE WILL BE EJECTED FOR THE GAME. Each team is responsible for their fans, coaches and players! YOUR PARENTS ACTIONS CAN RESULT IN YOUR TEAM BEING EJECTED FROM THE TOURNAMENT AT STAFF DISCRETION. IT IS YOUR RESPONSIBILITY TO KEEP YOUR SIDELINES IN ORDER. AT THE REFEREES DISCRETION, ANY EXCESSIVE ARGUING FROM COACHES AND THE SIDELINE MAY RESULT IN A LOSS OF DOWN FOR YOUR TEAM IF ON OFFENSE, OR A 5YD PENALTY IF ON DEFENSE, RESULTING IN A FIRST DOWN. OUR GOAL IS TO BE COMPETITIVE, BUT TO KEEP THE FOCUS ON THE GAMEPLAY.
CELEBRATIONS
We encourage celebrations. However, we enforce a zero tolerance for taunting. Keep it fun and keep it quick so as not to unnecessarily delay game play. If during a celebration your players pass the other teams hash, you will be penalized for taunting AWARDING 6 POINTS TO THE NON OFFENDING TEAM.
NOTE: Circling or touching players from the opposite team will result in a double taunting penalty plus (6) points being awarded to the non-offending team. Could also result in players being ejected. Second infraction will result in ejection and forfeiture at the discretion of the Field General. So same as if you were in your HS or youth tackle game, JUST DO NOT DO IT. THIS IS TO PREVENT ANY POTENTIAL ISSUES PLAYERS DO NOT NEED TO BE IN!
BALL PUNTING NOTE: If at the end of the game, the INT or DEF stop will be negated, and the offense will get a 1st down after a 15 yard penalty from the previous spot. So same as if you were in your HS or youth tackle game, JUST DO NOT DO IT. THIS IS TO PREVENT ANY POTENTIAL ISSUES PLAYERS DO NOT NEED TO BE IN!
EQUIPMENT REQUIREMENTS
- Headgear are recommended but not required
- Mouthpieces are MANDATORY, but at the refs discretion to enforce
- Players CANNOT play with any kind of cast on their hands or arms
GENERAL
1. Offense will Start on the 40-yard line.
2. There will be a coin flip before each game for 1st possession during pool play.
3. During Tournament play the higher seed will choose which team gets the ball first.
4. Player is down when he is touched with at least one hand.
5. QB will have 4.0 seconds to throw. Refs will 3-chop and the 4th chop is the whistle. The four second clock starts on the snap of the ball.
6. Each team will have one blitz per game (including overtime). HEAD REFEREE WILL TRACK.
7. Running the ball on by offense is permitted (Unlimited).
8. There are NO untimed downs with the exception of the extra point if a team scores a touchdown as the game time expires.
9. The Field General can stop the clock to ensure proper application of the rules outlined herein.
TEAMS, COACHES AND GAME MANAGERS
1. Maximum number of players on one team is twenty-four (24). Bands will not be issued for more than 24 players. Orgs with multiple teams will also wear different colors, as you CANNOT play on multiple team’s within the same division of play!
2. Players must remain on their sideline during the game.
3. Players and coaches respect the teams that are playing. Do not warm-up on their sideline.
4. Please police your own sidelines keeping players back during the game and PLEASE clean up all trash after your game.
5. Maximum of four (4) coaches per team. This includes team Business Manager/Parent. NO EXCEPTIONS.
6. One Offensive Coach and no more than three players can be on the field (players must be on one knee) during play. 1st time is a warning 2nd time delay of game will be assessed (which IS a loss of down)!  No defensive coaches can be on the field at any time.
7. Offense cannot set up on the field until the opposing team reaches the 25-yard line. Penalty is delay of game on your defense, 5 yards and replay of down.
8. Each game will have at least two (2/3) referees, and a Field General. Coaches should confirm score at the end of the game. Field General records scores as given by Refs,
9. The Field Generals will be in charge of maintaining order during the game and ensuring these rules are enforced properly. The Head Official will be responsible for yelling the score to both teams as points are awarded.
Organizations with multiple teams in the same age group: During check in, each player will be given a different color wrist band to represent their team. Once a team is eliminated from tournament play that disqualifies those players on the losing team from further play during that day.  Wristbands are not interchangeable among players. All players must have a wristband to be eligible to compete. This will be monitored by Field Generals and tournament staff. Any players/teams that are caught switching wristbands or competing without a wristband will be automatically eliminated from the tournament. PLAYERS CANNOT PLAY ON MORE THAN ONE TEAM WITHIN THE SAME DIVISION FOR THE ENTIRETY OF THE EVENT! Any VIOLATION OF THIS WILL RESULT IN IMMEDIATE ELIMINATION
PLAYER ELIGIBILITY
Every participant will be required to check in at the registration table. Please arrive an hour or more before game time to allow time for the registration process.
ALL teams must have all players registered in Zorts in order to expedite the certification process. YOU MAY HAVE TO WAIT behind teams that completed this process properly.
PLEASE BE SURE TO UNDERSTAND DIVISION AGE/GRADE REQUIREMENTS.
If found guilty of using illegal players, both players and team will be eliminated immediately.
BOYS 7on7 DIVISIONS:
HS/17u– Must have a picture ID along with a document demonstrating the player grade. School ID is okay.
FRESHMAN/15U– Player must be in the 9th grade -OR- no older than 15 years of age as of Aug 1, 2023! Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, etc.
MS/14U– Player must be in the 8th grade -OR- no older than 14 years of age as of Aug 1, 2023! Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, etc.
YOUTH DIVISIONS (Age as of JUL 31, 2023)
12U– Must be no older than 12 years old on or before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
11U– Must be no older than 11 years old before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
10U– Must be no older than 10 years old before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
9U– Must be no older than 9 years old before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
8U– Must be no older than 8 years old before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
7U- Must be no older than 7 years old before Aug 1, 2023. Must be able to demonstrate age with picture ID.  Examples include, any government issued ID, birth certificate along with a picture ID, ZORTS PLAYER CARD
GIRLS FLAG DIVISIONS (IF APPLICABLE):
18U- Age cutoff is JUL 31, 2023
14U- Age cutoff is JUL 31, 2023
PLEASE NOTE ALL TEAMS ARE SUBJECT TO PLAY UP A DIVISION IF THERE ARE NOT ENOUGH TEAMS IN A PARTICULAR DIVISION. (IE: 9U moves to 10U)
GAME TIMES AND LATE POLICY
1. Each game will last 25 minutes.
2. Running clock with no timeouts.
3. Please arrive at least 30 mins before scheduled game time.
4. Teams must be onsite and ready to start on time. Game clock will start at the original scheduled game time or the game time specified by the event Director.  Five minutes late, 7 points will be awarded to the team that is present on time and they will posses the ball first. Ten minutes late, the team will forfeit the game.  A win by forfeit will result in a 7-0 final score. With exception of field monitors communicating OT or Injury holding a team up on another field. (Registration will not be a reason to hold up games. Game times are final and you must be at the field ready to compete by game time.)
5. If a touchdown is scored and time runs out, the scoring team will be allowed an extra point attempt.
6. The head official will keep the time and score; The head official will blow the whistle to start the clock.
OFFENSE
1. Offense will start on the 40 yard-line with the option of using either hash. First downs will be at the 25-yard line and 10-yard lines. Once the 1st down is achieved inside the 10-yard line you will have three (3) downs to score.
2. Offense has three (3) downs to gain a first down.
3. Each team must possess off the QB tee, must provide a center to snap the ball off the tee if in shotgun. If using a center, he is ineligible to catch a pass, and must take a quick knee alongside the QB tee. NO SHOTGUN from the 40-yard line to prevent injury.
4. The offensive team may run the ball on ANY DOWN (Example they can run 1st 2nd and 3RD if they choose). All forms of runs and handoffs are permitted.
5. The 1ST player to receive the ball from the center is considered the QB and can NOT run. The 2nd player to possess the ball is the runner and is not allowed to throw or lateral the ball.
6. NO BLOCKING – THIS WILL RESULT IN A 5-YARD PENALTY FROM THE PREVIOUS LINE OF SCRIMMAGE AND A LOSS OF DOWN.
7. Fumbled shot-gun snap is a dead ball (loss of down), and the ball will return to the original line of scrimmage. All fumbles are dead where they lay.
8. Offensive team is responsible for retrieving and returning the ball to the previous spot or the new line of scrimmage.
9. All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box.
10. All offensive substitutions must enter through the back of the offense.
"THE SHOWDOWN" EXTRA POINT/2 POINT CONVERSION
After a score is signaled by the Ref, the 25 second play clock will be started. The offense will pick a receiver and QB to line up at the 3yd line, middle field. The defense will then pick 1 defender to match up for a 1v1 event. The receiver can choose to line up on either side of the QB, but will not be allowed to cross the mid field line during the play. No motion allowed. The QB will have 3.0 seconds to throw. Refs will 2-chop and the 3th chop is the whistle. The 3 second clock starts on the snap of the ball.
The scoring team may choose to go for a 2pt conversion from the 10 yd line in a 1v1. Same rules apply but if scored, the team will be awarded 2 points.
This is a timed down and efficiency will be enforced. Huddles are discouraged. Coaches should prepare to have 2-3 options to run The Showdown on both sides of the ball. Talk about simple routes for a 3 second clock. Any deliberate slow play will result in loss of down with no point awarded.
1. If the pass is completed in the end zone, 1 point will be rewarded to the offense.
2. If the play is broken up, no points awarded.
3. If the defender intercepts the pass, the defense is awarded 2 points.
4. Any penalty will be an automatic win for the other (1 point to the offense for DPI, or 2 points to the defense for OPI)
SCORING
1. Six (6) points for a touchdown
2. One (1) point for an offensive Showdown win / Two (2) points for a Showdown conversion from the 10yd line
3. Two (2) points for a Showdown interception (no points awarded for an incomplete pass)
4. One (2) Point for an Interception & the ball starting on the 30-yard line (no runbacks or “pick six”)
5. If there is an interception that occurs with no time on the clock, the defense will still be awarded one (2) point for the interception.
Official scores will be kept by the HEAD OFFICIAL on the Field.
OFFENSE PENALTIES
False Start = Loss of Down
Delay of Game = Loss of Down
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.
Offensive Pass Interference = 5-yard penalty and Loss of Down
If there is an offensive penalty at the 40-yard line, the Offensive team will just be penalized with a loss of down.  (ex. 1st Down, Offensive Pass Interference penalty @ 40-yard line, next play will be 2nd down from the 40-yard line.
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 will result in a delay of game and be a loss of down.
Dead Ball penalties on the Offense assessed after the play would result in a 15-yard penalty.
If a personal foul is assessed on a Touchdown to the offensive player, Offensive team will lose the next down which is the PAT. No automatic (1) for PAT will be given. Ball goes to the Defense on the 40-yard line.
Back-to-Back delay of game penalties will result in a defensive stop and a change of possession.
If the scoring team is assessed a dead ball penalty after a touchdown, they will forfeit their extra point opportunity.
If there is an Offensive penalty (false start, delay of game, offensive pass interference, etc…) when the defensive team blitzes, the defensive team will be awarded their blitz back if the penalty is accepted.
DEFENSIVE PENALTIES
Off-sides = 5-yard penalty
Defensive Pass Interference = 15 Yards (1st down).
Defensive Holding = 10 Yards (Replay down unless penalty yds give 1st).
If Defensive Pass Interference occurs in the end zone, the NHSFA rule will be assessed.
Defensive Pass Interference on an extra point is half the distance for the same number of points. Ex. Going for two (2) from the 10-yard line, pass interference occurs in the endzone – ball is moved to the 5 yard line and if converted offense is awarded two (2) pts.
Any dead ball penalty on the defense AFTER a change of possession or TD would result in a loss of down for that team’s offense when they begin their ensuing possession.
Responsibility to avoid contact is with the defense.
Dead Ball penalties on the defense assessed after the play would result in a 15-yard penalty, or half the distance to the goal from the spot of the ball and an automatic first down.
Game CANNOT end on a defensive penalty!
Tackling or unnecessary roughness will be an unsportsmanlike penalty (No Warning). Resulting in a 15-yard Penalty and AUTOMATIC  1st Down, and subject to ejection of the player. Diving at the legs of an offensive player will be considered unnecessary roughness.
If there is a Defensive penalty that occurs when the defensive team blitzes (defensive holding, offside, etc.) the defensive team will lose their blitz for the remainder of the game. (Ex: Defensive team blitz, offensive team scores a TD. There is a defensive penalty on the play.  The defense loses the blitz.)
Punting the Ball will result in a personal foul, if on a change of possession, the penalty will result in a loss of down and the ball placed on the 40yd line. (Also, PLEASE SEE PUNTING BALL NOTE BELOW UNDER "CELEBRATIONS)
BLITZ
1) Each team has 1 blitz to be used during game play and/or during overtime
2) If a team blitzes, there will be NO 4 second count! QB can scramble but cannot run past the original line of scrimmage
3) NO BLITZING FROM THE 40 (Player Safety) The Blitz can be used at any part of the field after the ball advances off the 40; the blitzing team can blitz as many players as they choose.
4) If a team blitzes, and there is a Defensive penalty on the play the blitzing team will forfeit their blitz. If there is an offense penalty on the play, the blitzing team can accept the penalty, if the penalty is accepted the blitzing team will maintain their blitz.
TIE BREAKER/OVERTIME RULES
NO OVERTIME IN POOL PLAY!
OVERTIME ONLY WHILE IN BRACKET/ELIMINATION PLAY!
The higher seeded team will call the coin toss to determine possession in OT.
The winner of the coin flip will select if they want to be 1st   offense or defense.
The ball will be marked on the 10-yard line and NCAA overtime rules will apply. Each Team has three attempts to score.
Only offensive scoring will count in the 1st overtime, No Showdown extra point in the 1st OT.
After the 1st overtime, both teams will compete in a Showdown Shootout. Each team will pick 4 different players to compete in a 1v1 2 for offense and 2 for defense. They will alternate shootout style. Most points at the end of the 4 plays wins.
*If a game goes into a 2nd overtime, the team that gets the ball 2nd in the 1st overtime will receive the ball 1st in the 2nd overtime. 3rd overtimes and the teams will switch again.
OVERTIME PENALTIES
All regulation rules and penalties apply.
TOURNAMENT SEEDING
All teams will be seeded into theTournament based on the win/loss record and point differential in pool play. Seeding is automatic and cannot be adjusted after populated unless there was a STAFF error. No request will be considered for seeding.
FIGHTING WILL NOT BE TOLERATED BY ANYBODY
If a player throws a punch, he is ejected immediately and cannot return for the tournament. If the team benches clear and it results in a fight both of the teams will ejected and cannot return. IF A PLAYER WHO IS PUNCHED RETALIATES BUT DOES NOT SWING BACK, WILL BE REQUIRED TO SIT OUT A SERIES. IF A PLAYER IS PUNCHED AND SWINGS BACK, HE WILL BE EJECTED FOR THE GAME. Each team is responsible for their fans, coaches and players! YOUR PARENTS ACTIONS CAN RESULT IN YOUR TEAM BEING EJECTED FROM THE TOURNAMENT AT STAFF DISCRETION. IT IS YOUR RESPONSIBILITY TO KEEP YOUR SIDELINES IN ORDER. AT THE REFEREES DISCRETION, ANY EXCESSIVE ARGUING FROM COACHES AND THE SIDELINE MAY RESULT IN A LOSS OF DOWN FOR YOUR TEAM IF ON OFFENSE, OR A 5YD PENALTY IF ON DEFENSE, RESULTING IN A FIRST DOWN. OUR GOAL IS TO BE COMPETITIVE, BUT TO KEEP THE FOCUS ON THE GAMEPLAY.
CELEBRATIONS
We encourage celebrations. However, we enforce a zero tolerance for taunting. Keep it fun and keep it quick so as not to unnecessarily delay game play. If during a celebration your players pass the other teams hash, you will be penalized for taunting AWARDING 6 POINTS TO THE NON OFFENDING TEAM.
NOTE: Circling or touching players from the opposite team will result in a double taunting penalty plus (6) points being awarded to the non-offending team. Could also result in players being ejected. Second infraction will result in ejection and forfeiture at the discretion of the Field General. So same as if you were in your HS or youth tackle game, JUST DO NOT DO IT. THIS IS TO PREVENT ANY POTENTIAL ISSUES PLAYERS DO NOT NEED TO BE IN!
BALL PUNTING NOTE: If at the end of the game, the INT or DEF stop will be negated, and the offense will get a 1st down after a 15 yard penalty from the previous spot. So same as if you were in your HS or youth tackle game, JUST DO NOT DO IT. THIS IS TO PREVENT ANY POTENTIAL ISSUES PLAYERS DO NOT NEED TO BE IN!
EQUIPMENT REQUIREMENTS
- Headgear are recommended but not required
- Mouthpieces are MANDATORY, but at the refs discretion to enforce
- Players CANNOT play with any kind of cast on their hands or arms