Texas 7v7 Youth Passing League

Alamo City Shootout and Battle of the BIGS [Event is Over]

Tournament Rules
Official Rules of Northeastern Showdown 24”
Field Dimensions/Specs
• 40 yards in length – 40, 25 & 10 are the first down lines
• Between 145’ - 160’ in width
• 10 yards deep in End Zone
• Field hash marks are of high school dimensions
Team Members • Players
o Each team has a maximum of 20 players. Players will not be accepted into the event as
individuals. All players must be a part of a team.
o


scrimmage. If no center, the QB will be responsible. • Boys Only
Teams are not required to utilize an offensive center.
If utilizing one, the offensive center is not an eligible receiver.
The center will be responsible for setting or re-positioning the football at the line of
Age Requirements - Every player must be verified on Zortssports.com to participate. 18U
Division:
• All players must be under the age of 19 on the date of the tournament.
• Seniors are eligible to play if they meet the age requirements
• Seniors who have graduated from high school are not eligible.
Coaches
• Each team has a maximum of 4 coaches. Coaches will be allowed on the sidelines only during
games.
• One offensive coach may be in the huddle with players. During the play, the coach must not
interfere with the game of play. Substitute players behind the offensive on a knee.
• Defensive coaches are not allowed on the field at any time.
Officials
• Each game will have a minimum of two (2) officials. Positions are Referee/Field Judge and
Back Judge.
• Each game will have a scorekeeper/timekeeper.
• Field manager – Event will have one for every two 7on7 fields to assist with crowd, player,
coach, and referee control on/around the game fields.
Game Times
• 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.
• Games are played with an (20) minute running clock.


o

has an attempt to score in each overtime period.
o Starting with the 2nd and subsequent overtimes, all PAT’s must be 2 point attempts from the
10 yard line.
o Overtime periods are not timed.
o Each team is awarded one timeout during overtime period.
Scoring
• Six (6) points for a touchdown
• One (1) point for a PAT from 3 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 runbacks or “pick 6” for safety reasons)
• Turnover on a PAT is dead ball (including INT)
• Official scores will be kept by field referee and sideline scorekeeper.
Snap
* If field has an operational tee the snap must come from the tee.
* Teams are not required to utilize an offensive center.
* If utilizing one, the offensive center is not an eligible receiver.
* The center will be responsible for setting or re-positioning the football at the line of scrimmage.
If no center, the QB will be responsible.
Penalties: Offense
• Receivers alignment should respect the tackle box. Any complete pass within the tackle box
within 2 yards of the line of scrimmage will be ruled an illegal pass. This will result in a loss of
down for the offense
• Off-sides = 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.
• Pass interference = 5-yard penalty and Loss of Down
• 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.
• 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
1 timeout per team (30 sec) – during tournament bracket play only Overtime: During tournament
bracket play only
If overtime is required, teams will alternate three (3) plays from the ten-yard line. Each team
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 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.
• If defensive holding occurs on the same play as a sack, the defense will be penalized and the
sack is void.

Defense
● Each team is awarded one blitz beyond the 40 yard line.
• Off-sides = 5-yard penalty
• Defensive Holding = 5-yard penalty
• Defensive Pass Interference will be a spot foul (1st down at the spot).
• If Defensive Pass Interference occurs in the end zone, it will result in a 1st down at the 1-yard
line.
• 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.
• 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. Player can be expelled if ruled unsportsmanlike & flagrant).
• Fumbles that hit the ground are dead balls at the spot with the last team retaining possession.
A muffed snap by the QB is not a dead ball. The 4.0 second count remains in effect on snaps.
• 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 – 3 points are awarded on interception. Points for defensive
stop and interception are not “added together”. One or the other ends a possession with
defensive points.
• 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
• 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.
• If during game play a coach or player disagrees with a rules interpretation, they may stop the
game to determine with the officials and field manager
• 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.
Additional Game Format Rules
• Bracket Play - Higher seed gets choice of offense/defense for opening possession
• No kicking or punting
• No passer may run with the ball.
• All players must wear a mouthpiece and soft shell helmet at all times, except for the
quarterback.
• 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 in the final 2:00 minutes or the clock

stops. The only laterals that will be allowed will be laterals that occur after the completion of a
forward pass.
• Hand offs in the backfield are not allowed.
• All offensive formations must be legal sets. Receivers’ alignment should respect the tackle
box. Any completed pass within the tackle box within 2 yards of the line of scrimmage will be
ruled an illegal pass. This will result in a loss of down for the offense.
• No blocking.
• No taunting or "trash talking." (See Code of Conduct for penalty).
• Fighting: THIS IS YOUR WARNIG. ANY PLAYER THAT FIGHTS IS DISQUALIFIED FROM
THE TOURNAMENT IMMEDIATELY. IF THERE IS MORE THAN 1 PERSON FIGHTING, BOTH
TEAMS ARE ELIMIINATED FROM THE TOURNAMENT IMMEDIATELY. THIS WILL BE
STRICTLY ENFORCED.
Tiebreakers
• If two teams are tied at the end of pool play, the tiebreaker is head-to-head records.
• 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
© 2013 - 2024 App-Order, LLC All Rights Reserved