CE 7v7 Rules & Regulations
Rules & Regulations 2025
GENERAL
- Offense will start on the 40-yard line.
- There won’t be a coin flip before each game there will be a 1v1 rep from the 5 to determine who gets the 1st possession on day one. Home team will be on offense and Away team will be on Defense.
- On day two (non-pool play games), the higher seed will choose which team gets the ball first (ex. #1 plays #16, #1 gets the ball first).
- Player is down when he is touched with one hand below the neck and above the knee.
- QB will have 4.0 seconds to throw. Refs/Field Manager will 3-chop and the 4th chop is the whistle. (Stopwatch maybe used as well for verification.) The four second clock starts on the snap of the ball.
- Each team will have one blitz per game (including overtime). FIELD MANAGER WILL TRACK.
- Running by the offense is permitted except for the quarterback.
- There are NO untimed downs with the exception of the extra point if a team scores a touchdown as the game time expires and a penalty committed by the defense.
- The Field Managers can stop the clock to ensure proper application of the rules outlined herein.
TEAMS, COACHES AND FIELD MANAGERS
- The maximum number of players on one team is twenty-four (24). Bands will not be issued for more than 24 players.
- Players must remain on their sideline during the game.
- Players and coaches respect the teams that are playing. Do not warm-up on their sideline.
- Please police your own sidelines keeping players back during the game and clean up all trash after your game.
- Maximum of four (4) coaches per team.
- One Offensive Coach can be on the field during play. No offensive substitutes can be on the field during game play at any time. 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.
- The offense cannot set up on the field until the opposing team reaches the 15-yard line. Penalty is delay of game and a loss of down.
- Each game will have at least three officials. Coaches will be responsible for signing the final game score sheet after each contest.
- The Field Manager will be in charge of maintaining order during the game and ensuring these rules are enforced properly. The Head Official and/or Field Manager 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 Managers and tournament staff. Any players/teams that are caught switching wristbands or competing without a wristband will be automatically eliminated from the tournament.
- Players can double-roster ONLY IF they are in 2 different divisions. For example, a 10u player cannot be on another 10u roster but they can be on the 12u team.
PLAYER ELIGIBILITY
Collectively Evolving events strive to ensure fair and equitable play. As such, we will check to ensure all players meet the age requirements by division. All players participating MUST be on the roster by midnight the day before the start of the event. All players will receive a wristband during registration. DO NOT REMOVE THE BAND OR RECERTIFICATION WILL BE REQUIRED.
If found guilty of using ineligible players, both players and team will be eliminated immediately.
HS – Must have a picture ID along with a document demonstrating the player is in the class of 2025 or below. We encourage clubs to inform the tournament of any seniors that have seniors who have signed an NLI.
(15u) Must be no older than 15 years of age on or before January 1st, 2025 (the Jayden Cobb rule). Must be able to demonstrate age with appropriate documentation through the tournament system. Player’s full name and birthdate MUST be present on documentation. Any other age based supporting document(s) MUST be pre-approved by the tournament system prior to the team check in. All documentation must be available to present in the event of a roster challenge.
(14u) Must be no older than 14 years of age on or before January 1st, 2025. Must be able to demonstrate age with appropriate documentation through the tournament system. Player’s full name and birthdate MUST be present on documentation. Any other age based supporting document(s) MUST be pre-approved by the tournament system prior to the team check in. All documentation must be available to present in the event of a roster challenge.
(12u) – Must be no older than 12 years of age on or before January 1st, 2025.
(10u) – Must be no older than 10 years of age on or before January 1st, 2025.
GAME TIMES AND LATE POLICY
- Each pool play game will last 20 minutes.
- Running clock with no timeouts. The clock never stops, with the exception of an injury or referee timeout.
- Please arrive at least 30 mins before scheduled game time.
- 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 Tournament 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. (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.)
- If a touchdown is scored and time runs out, the scoring team will be allowed an extra point attempt.
- The head official will keep game time and the play clock; The head official will blow the whistle to start the clock.
OFFENSE
- 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.
- Offense has three (3) downs to gain a first down.
- Each team must use the Quarterback tee, another player can snap the ball, but it must come off the tee and the player must be on one knee. If using another player, he is ineligible to catch a pass. Quarterback can take the ball directly from the tee.
- After a score, the offense can go for one (1) point at the 5-yard line or two (2) points at 10-yard line. The offense may place the ball either on the hash or the middle.
- 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 are permitted but must be a handoff, no tosses, pitches or laterals. The NO RUN ZONE is the goal line to the 10 yard line. No runs are allowed inside the NO RUN ZONE.
- The 1ST player to receive the ball from the center is considered the QB and CANNOT run. The 2nd player to possess the ball is the runner and is not allowed to throw or lateral the ball.
- NO BLOCKING – THIS WILL RESULT IN A 5-YARD PENALTY FROM THE PREVIOUS LINE OF SCRIMMAGE AND A LOSS OF DOWN.
- Fumbled shot-gun snap is a dead ball (loss of down), and the ball will return to the original line of scrimmage. All other fumbles are dead where they lay.
- Offensive team is responsible for retrieving and returning the ball/tee to the previous spot or the new line of scrimmage. Any defensive player that delays the retrieval of the ball will be penalized. The result of the penalty is +5 yards from the previous line of scrimmage.
- All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box. Minimum of 2 players required on the ball on the snap.
- All offensive substitutions must enter from their sideline..
SCORING
- Six (6) points for a touchdown
- One (1) point for a PAT from 5-yard line
- Two (2) points for a PAT from 10-yard line
- Two (2) points for a defensive stop
- Three (3) Points for Interception
- Six Points (6) Points for Interception returned back to the 40-yard line.
- Turnover on a PAT is dead ball (including interception), and no points will be given.
- If there is a defensive stop or an interception that occurs with no time on the clock, the defense will still be awarded two (2) points for the defensive stop or three (3) points for the interception.
- Official scores will be kept by the field manager 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. Ball goes to the Defense on the 40-yard line.
- Back-to-Back delay of game penalties will result in a defensive stop and the defense will be given 2 points
- 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
- Offsides = +5-yard penalty
- Defensive Pass Interference = will be 15-yard penalty and automatic first down.
- Defensive Holding = will be a 10-yard penalty from the previous spot.
- Defensive Pass Interference on an extra point or within 10 yards is half the distance for the same amount 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. The extra amount may not be changed as a result of a defensive penalty.
- 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.
- 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, Spiking, or Handing the ball to the offensive player 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.
BLITZ
- Each team has 1 blitz to be used during game play and/or during overtime. No additional blitzes will be awarded for overtime.
- If a team blitzes, there will be NO 4 second count! The QB can scramble but cannot run past the original line of scrimmage.
- The Blitz can be used at any part of the field except for on the 40-yard line, the blitzing team can blitz as many players as they choose.
- 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
- Any bracket play game that ends in a tie will result in Overtime.
- The higher seed will select if they want to be on offense or defense.
- Each team will get 1 play from the 40-yard line and the furthest play will win.
- Only offensive scoring will count in overtime.
*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. - There is NO running in overtime. All plays MUST be a pass.
- Blitzes are allowed in overtime IF the team did not use their blitz during regulation.
- This format will be repeated until a clear winner is declared.
OVER TIME PENALTIES
- All regulation rules and penalties apply.
TOURNAMENT SEEDING
- All teams will be seeded into the Day Two Tournament based on the win/loss record and point deferential the day before in pool play.
FIGHTING WILL NOT BE TOLERATED
If a player throws a punch, he is ejected immediately and cannot return for the tournament. If both team benches clear and it results in a fight both of the teams will be ejected and cannot return.
IF A PLAYER WHO IS PUNCHED & RETALIATES IN ANYWAY, HE 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! If any player or coach clears the bench, they will be disqualified and will be escorted out of the facility by tournament security. Any team found to be playing an ineligible/suspended player will forfeit their current and future contests.
CELEBRATIONS
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 your players pass the other team’s hash, you will be penalized for taunting.
BALLHEAD NOTE: Circling or touching players from the opposite team will result in a double taunting penalty plus two (2) points being awarded to the non-offending team. Second infraction may result in ejection at the discretion of the Field Manager.
Taunting will result in a +/- 15-yard penalty.
EQUIPMENT REQUIREMENTS
**Headgear and mouth-guards are recommended but not required**