ADULT 7on7 RULES

 

BASIC 7on7 Flag football RULES

  • Football:

    • Adult: NFL “Wilson”, NCAA Leather Football, Official Flag Football

  • Flags: 5 on 5 Sonic Pop (You must provide your own flags)

  • Field Dimensions: 120 yards x 40 wide (20-yard zones with 10 yard end zones)

  • Extra Points are declared, a time out must be called to change the play.

Basic Rules of Play

  • After the coin toss declares possession, the ball will be placed on the 35 yard line on a kicking tee. The kicking team must field 5 players to go against the receiving teams 3. On the return please be advised that there is absolutely zero blocking in 7 on 7. The ball must stay within the field of play once kicked off from the tee. If the result of the kick is a touchback, the receiving team will start their possession on the 10 yard line. If the ball happens to travel out of the field of play or "out of bounds" prior to being received, the receiving team will start their possession on the 35 yard line. Each half will begin with the kick from the tee. After each touchdown scored, the offense can select to go for a 1 point attempt from the 5 yard line, or a 2 point attempt from the 10 yard line, or a 4 point attempt from the 20 yard line.

  • Game Balls: Teams are to provide their own football.

Game Clock Format

  • Games duration is 35:00 long.

    The clock runs continuously during the 1st half unless a timeout has been called, resulting in the clock stopping for 30 secs.

    The 2nd half will conclude with a 7 Play run-off only if at the games conclusion the score is within 16pts.

    There is absolutely no pro clock!

  • Teams are awarded only two 30sec timeouts a game. Timeouts can used simultaneously if need be.

  • The game clock does not run during extra-points after a time out has been called.

  • There will be a 2-minute break at halftime and between each game for warm-ups.

  • Offensive has 25 seconds from the time the ball is set by the official to snap the ball.

Notables

  • First team to score 35 points will be the victor unless the game time expires, or the score is within 16 points at the games conclusion.

  • The play clock is 25 seconds at the conclusion of the previous play. This will be your one and only warning, it is a very fast play clock

  • The ball must be snapped between the centers legs

  • The QB is allowed to receive the snap from under center

  • The QB only has 5 seconds to throw the ball past the line of scrimmage, or the ball will be placed where the time clock violation was committed

  • The throw clock is 4 Mississippi then a violation whistle will blow

  • The QB can not run(ever), unless the defense uses a rush attempt

  • The defense will only be allowed to rush(undeclared) 4 times each half of play

  • The defense is allowed to rush on every extra point attempt without sacrificing one of their rush attempts per half

  • Unlimited pitches and throwbacks are allowed, however that does not stop the 4 second throw clock unless the defense uses a rush attempt

  • You can use the Star Back as part of your overall strategy however, the throw clock will continue unless a defensive rush attempt occurs

  • Each team is mandated to wear their selected color. Once your team captain declares his team color choice for the season(if available), your team will play with the understanding that they will forfeit 12 points on the first snap of the contest, if any player has taken the field without wearing the proper uniform color

  • Fumbles are live! I repeat, fumbles are live! However, fumbles can only be progressed by the "fumbling" player.

  • There is zero blocking allowed

  • You are allowed to hand the ball off, but said player must cross the line of scrimmage within 4 seconds

  • No mercy rule

Overtime

  • Both team will run 3 plays from the 10 yard line. So a possibility of 3 scores, and 3 extra point attempts can occur. You can then attempt to go for a 1 point, 2 point, or 4 point after each touchdown gained.

Penalties

  • Referees determine incidental contact, which may result from normal run of play.

  • Only the team captain may ask the referee questions about rule clarification and interpretations.

  • Players cannot question judgment calls.

  • All interactions with captains and referees should be made in a sportsmanlike manner.

  • The end of the half or game cannot end on a defensive penalty, unless the offense declines it.

Defensive Penalties

  • Defense pass interference = Spot Foul, automatic first down

  • Offense pass interference = 10 yard penalty from previous spot, and loss of down

  • Defensive holding = 10 yard penalty

  • Illegal procedure (offense) = 5 yard penalty

  • Defensive off-sides = 5 yard penalty

  • Delay of game = 5 yard penalty and clock stops in final 1:00

  • Downfield Screen = 10 yard penalty, and loss of down

  • Face guard = 10 yard penalty

  • Flag guard = 10 yard penalty, and loss of down

  • Blocking = 10 yard penalty, and loss of down

  • Double clutch snap = 10 yard penalty

  • Simulating the snap (defense) = 10 yard penalty

  • Player in play without both flags on the snap = loss of down

Unsportsmanlike Conduct

  • Fighting / unsportsmanlike conduct: 1st offense = ejection from game

  • 2nd offense = ejection from league play and playoffs

  • If any player leaves the sideline to participate in an on-field fight, the ENTIRE TEAM WILL BE EJECTED FROM THE GAME

Fighting

  • Fighting can result in a minimum 2 season suspension or permanent suspension. The Flag Football Director has ultimate discretion of the suspension length.

  • If a fight is started between teams during the course of the game, the referees may call the game.

  • The score at when the referees had called the game, will be placed into the standings

  • The referees will fill out a report to determine who started the fight.

  • If both referees agree to (a) specific player(s) who started the fight, they’re consequence will be determined by the Director.

Seeding

  • Teams will be seeded for the playoffs according to their overall records

  • Records - Head to Head - Point Differential

  • A coin toss will determine any other tie breakers