Passing-only · No rush · Touch · High school (grades 9–12)
⚡ Quick Rules
7 vs 7. Center (snap only), QB + 5 eligible receivers.
Passing only. No runs, laterals, or double passes.
4-second QB clock. Ball must be out, or it's a sack.
3 downs to reach the next zone or score.
Down by touch — one hand below the shoulders.
TD = 6. Conversion 1 (from the 5) or 2 (from the 10).
INT = 3 pts · turnover on downs = 2 pts for defense.
No contact. No tackling, no blocking, no blitz.
1 · Field of Play
The field is 40 yards long plus a traditional end zone.
Zone 1 (25–40 yd): 3 downs to gain a first down.
Zone 2 (10–25 yd): 3 downs to gain a first down.
Zone 3 — Redzone (0–10 yd): 3 downs to score.
The ball is placed at the hash mark of the yard line gained.
No kicking, punting, or field goals — possessions change on a score or a stop.
2 · Players & Alignment
7 players on the field per team at all times.
Offense: a maximum of 5 eligible receivers + QB + center (OC). Every player except the center is an eligible receiver.
The center may only snap — no going out for a pass.
No players behind the offense — no backfield setup behind the QB.
No throwbacks to the QB — the QB must throw the ball.
3 · Game Format & Clock
Each game is 20 minutes on a running clock.
Clock warnings at 5 minutes, 2 minutes, and 30 seconds.
Games are played every half hour, with a 10-minute break between rounds.
Each team plays 3 games; registration opens 8:00 AM and the tournament kicks off 9:00 AM (weather may affect the schedule).
Play clock: 25 seconds to snap — exceeding it is a loss of down.
QB clock: the shotgun snap starts a 4-second count; if the ball is still in hand at 4 seconds, it's a sack.
4 · Offense (Playing Rules)
Passing-only camp. No laterals, no double passes, no run plays.
One forward pass per play, thrown from behind the line — and the QB must throw it (no throwbacks).
No blocking — results in a loss of down, with the ball spotted at the block.
No fumbles: the play is dead and the ball is spotted at the fumble location. A dropped QB snap is the exception — the play continues with no rush.
Sack = loss of down only. The ball must be released within 4 seconds of the snap or it's a sack.
Downs: 3 downs to reach the next zone (Zones 1 & 2), then 3 downs to score in the Redzone.
Catches: a receiver needs control with at least one foot in bounds. The play is dead at the touch.
5 · Defense & Contact
No rush, no blitz, no tackling or physical play — the 4-second clock is the pass-rush. Physical play may result in ejection.
Down by touch — one-hand touch below the shoulders only.
Press / bump is allowed only within 5 yards of the line, with a 2-yard cushion. Contact must be below the shoulders — no hands to the head or face.
Defensive holding is treated the same as defensive pass interference → the offense gets the next zone.
Unnecessary roughness = automatic first down for the offense (or half the distance in Zone 3) plus new downs. Excessive force may result in suspension.
Interception: dead ball — the defense takes possession at the 40-yard line and earns 3 points (not on extra-point tries).
A defensive stop or turnover on downs gives the defense possession and 2 points.
6 · Scoring
Result
Points
Touchdown
6
1-pt conversion — from the 5-yard line
1
2-pt conversion — from the 10-yard line
2
Defensive interception (not on extra points)
3
Defensive turnover on downs
2
After a touchdown the offense chooses the 1-pt or 2-pt conversion. An interception is a dead ball — the defense takes over at the 40-yard line and scores 3 points.
7 · Penalties
Foul
Against
Result
Illegal procedure
Offense
5 yds
Illegal motion
Offense
5 yds
Delay of game
Offense
Automatic loss of down
Offensive holding
Offense
Loss of down + 5 yds
Blocking
Offense
Loss of down (spotted at the block)
Pass interference / defensive holding
Defense
Offense gets the next zone
Unnecessary roughness
Defense
Automatic first down (½ distance in Zone 3) + new downs
Tackling / physical play
Either
May result in ejection
Multiple offenses (same player)
Either
May result in ejection
Officials' judgment is final. Excessive force may result in suspension.
8 · Starting the Game
A horn signals the start of the game.
All games start and end on the game manager's clock.
Each team captain must attend the pre-game officials' meeting.
The coin-toss winner chooses offense or defense.
9 · Equipment & Safety
Cleats are recommended.
This is a non-contact event — no tackling and no physical play. Multiple offenses by the same player may result in ejection.
Injury rule: a serious injury requiring an EMT ends the game with the current score.
Official Coach Griff 7-on-7 tournament rules. Final interpretation rests with tournament officials and the game manager.