Championship 7v7

SHOWDOWN IN THE SIP [Event is Over]

Tournament Rules

Games Times:
Pool Play:  20 mins running clock
No Timeouts
Only Officials or Field managers may stop the clock
Time reminder at 15, 10, 5, and 2 minutes

Bracket Play: Same rules except each team has 1 time out

Championship:
25 mins running clock
1 timeout
Clock stops under 2 minutes, regulation rules

Team Composition
Players
Currently the team competition is with males only in the Varsity division. Each team has a maximum of 24 players. Individual players will not be accepted, all players must be a part of a registered high school team.
Teams are required to utilize a center to snap the ball into play.
The center is not an eligible receiver and will be responsible for setting or repositioning the football at the line of scrimmage.
Eligibility - Every player must be enrolled at current high school and on presented roster (High School Sanctioned events only)
Every player and coach must be ZORTS registered for Travel Team Tournaments
Roster Changes
A registered team will not be allowed to make a roster change once the team is checked in for  play.
If one organization enters more than one team into a qualifying event, and one of those two  teams advances, the roster of each team cannot be interchanged for elimination play
Matching shirts or jerseys and mouthpieces. Helmets are optional but both teams must agree.
Coaches
Each team may have a maximum of 4 coaches that may accompany the team on the sidelines.
One offensive coach may be in the huddle with players between plays, but when the huddle  breaks the coach must move outside the hash on the side of his team bench to prevent interference with the operation of the official or game play.
Defensive coaches are not allowed on the field at any time. (8U & 10U a defensive coach is allowed on the field and must be at the 10 and behind the endzone)
No additional coaches may be on the sidelines (participating coaches only)
Coaches are expected to maintain control of their sidelines. If games are too chippy, Officials will instruct teams not to shake hands following competition.
Officials
Each game will have a minimum of  (2) officials or up to (4)
Each game will have a scorekeeper/timekeeper.
Adequate field managers will be assigned to all fields in play to assist with crowd control, player,  coach, and referee assistance and flow of daily event activities on and around the game fields.

Game Times/Forfeits  
Teams must be positioned 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 remains on the clock will be where the game starts  when the team is ready to play.
Should a team arrive late, that team will begin on defense.
If a team is late by 10-minutes or more without contact for delay, they will forfeit the game.
Pool Play games are played with a twenty (20) minute running clock and 1 time out.
Bracket Play games are played with a (20)  minute running clock and each team has 1 time out.
Championship 25 minute running clock and during the last two minutes, all completions must be advanced past the line of scrimmage,  otherwise the clock will not stop. Also, each team has one time out.
A sack or delay of game  in the last two minutes will stop the clock.
Each team is allowed one (1) 30-second timeout during bracket play and the championship.
Overtime Rules
Pool Play Rules
Overtime periods are not timed.
Overtime #1: Both teams are provided 1 play to score from the 5 yard line (1 point).
Overtime #2: Both teams are provided 1 play to score from the 10 yard line (2 point).
If the game is still tied in Pool Play then the game will end in a tie. No points for stops or interceptions. No timeouts.
Bracket Play/Championship
In overtime, teams will alternate three (3) plays each from the 10-yard line. Each team will get an attempt to score in each overtime period.
Starting with the 3rd and subsequent overtimes, should a team score all PAT’s must be 2 point  attempts from the 10 yard line. No points for stops or interceptions.
Each team is awarded one timeout during the overtime period.
Scoring
Six (6) points for a touchdown
PAT must be attempted even if there is NO TIME ON THE CLOCK
One (1) point for a PAT from 5 yard line
Two (2) points for a PAT from 10 yard line
Two (2) Points for Defensive Stop on downs
Three (3) Points for Interception (no defense advancement or run-backs), change of possession  
Turnover on a PAT is dead ball (including INT)
Official scores will be kept by the field referee and/or on-field sideline scorekeeper and recorded on a scorecard.

Seeding Tiebreakers
If two teams are tied at the end of pool play, the tiebreaker is head-to-head records. b. If three or more teams are tied at the end of pool play, the following criteria will be used to  determine winners:
Head-to-head records
Points allowed
Points scored
Coin flip
Penalties
Offense
False Start = Loss of Down (On PAT the play will be blown dead and change of possession)
Delay of Game = Loss of Down
Teams will have 15 seconds to snap the ball once it has been spotted by the referee
Offensive Pass Holding = 5 yard penalty
Pass interference = 10 yard penalty and loss of down
No penalty may be assessed that places the ball in excess of the 40 yard line. If a penalty moves  the offense beyond the 40 yard line, the offensive team shall be charged with a loss of down.
Should the play clock exceed 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.
Offensive team is responsible for retrieving and returning the ball to the previous spot or the new scrimmage spot.
Clock does not stop (unless referee discussion) and any delay by offense in retrieving and returning the ball TO THE  REFEREE will result in a delay of game
a 5-yard penalty from the succeeding spot will be assessed.
Defense
Offsides = 5 yard penalty
Defensive Holding = 5 yard penalty
Defensive Pass Interference will be a 10-yard penalty and replay of down
If the ball crosses the 25 or 10 due to penalty then it is an automatic 1st down.
Occurs in the endzone = 10 yard penalty and replay of down
No 1st down at the spot of the interference will be awarded
If Defensive Pass Interference occurs in the red zone and the original spot of the ball was inside the 5-yard line the penalty will be half the distance to the goal and replay down.
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 next possession.
Responsibility to avoid contact is with the defense. The defense is allowed an INITIAL  disruption, and then must cover. Excessive or prolonged contact will result in a “tack on” penalty at the end of the play (5-yard penalty).
Turnovers/Dead-Balls
Receiver/Ball carrier is legally down when touched below the neck with one or both hands.
Excessive force by shoving, pushing, or striking a blow will be penalized by automatic first  down and 5 yards.
Players can be expelled if ruled unsportsmanlike (2x) or 1 flagrant (includes tackle and/or fighting)
Fumbles that hit the ground are dead balls at the spot with the last team retaining possession.
A muffed snap is a dead ball
The QB is allowed 4.0 seconds to throw the ball.
Time starts on the snap of the ball and stops as soon as the QB releases the ball.
If release is under 4.0 seconds, the play continues. Play is blown dead after 4.0 seconds.
Interceptions may not be returned but 3 points are awarded on interception.
Points for defensive stop and interception are not “added together”.
Defensive stop (2 points) or Interception  (3 points) ends a possession
The offense must gain at least 15 yards in the first 3 or less plays or the defense takes over. No 4th downs. (3) downs in all zones.
Appeals
A player may never dispute or argue an official call
A coach may dispute a call by asking for an official timeout (only 1 per team)
Only one coach may come on the field to discuss the call
Following the discussion or review of the rules, the officials decision is final
If the coach has additional questions they may speak to the Field Manager
For consideration, the coach must report all game play ruling discrepancies to the Field Manager no more than 5 minutes after that game has ended.
Any reversal or game-changing decisions will be made in conjunction with the Field Managers and tournament director involvement.
Additional Game Rules
Pool Play – All teams will participate in pool play
Bracket Play – The elimination bracket play will follow pool play and higher seed teams gets choice  of offense/defense for opening possession
There will be no kicking or punting
No passer may run with the ball.
All passes must be thrown forward
A pass caught behind the line of scrimmage must be advanced by that receiver past the line of  scrimmage or it will be treated as a sack.
Bracket Play only: In the final 2:00 minutes or the clock stops
No laterals allowed
Hand-offs in the backfield are not allowed.
All offensive formations must be legal sets.
No blocking.
No excessive taunting or "trash talking
We encourage celebrations. However, we do not tolerate taunting.
Keep it fun and keep it quick so as not to unnecessarily delay game play.
If during a celebration a player approaches the other team's sideline, there will be a penalty for  taunting.
If a player touches another player from the opposite team during their celebration, there will be a penalty for taunting.  
Fighting
All players must abide by the set rules and players etiquette. If a scuffle breaks out between two players they are suspended the rest of the game and subsequent game. If they throw a PUNCH they are suspended the rest of the tournament and must leave the tournament. If there is a team fight, both teams will be disqualified from the tournament. This decision will be made by the tournament refs, manager and director.
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