Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
1. Field Dimensions
1.1. Field Length--100 yards long
1.2. Field Width--53.33 yards/160 ft (60 feet to hash mark, 40 feet between)
1.3. End Zones--10 yards deep
2. Player Equipment
2.1. All teams will bring and provide their own team jerseys.
2.2. No football jerseys of any type shall be worn. T-shirts, compression shirt, or basketball type sleeveless shirts are the only choices of acceptable jerseys. No player will be allowed to participate without a shirt.
2.3. A mouthpiece is required. No player will be allowed to participate without a mouthpiece.
2.4. A cap-style soft shell helmet is mandatory. It must be worn properly and fully fastened.
2.5. A cap-style soft shell helmet is defined as:
· Must have no metal components.
· Must have no hard-plastic component parts.
· Must have no sharp or hard edges and/or anything that could cause harm to another player.
· Must have a fully functional retention system or chin strap.
· The helmet manufacturer must carry a combined General Liability/Excess Liability insurance policy on their soft shell helmets
3. Starting the game
3.1. A central timekeeper will be designated. All games will begin and end on this person's instructions. He will also announce the time remaining at the 10, 5, and 2 minute mark.
3.2. Visitors will have first possession (top team in bracket or first team listed will be the visitor).
3.3. Visitors will always align their team on the right sideline facing the end zone. Home will always align their team on the left sideline facing the end zone.
3.4. Ball always placed on the right hash mark when at the the starting goal line.
3.5. Referee will announce/post score before each offensive possession begins.
4. Moving the ball
4.1. Offensive Plays Must All Be Passes! (No Run plays or Kicking/Punting)
4.2. Field is marked at 10-yard yard intervals
4.3. Possession always begins at the team with possession's goal line line at the right hash mark. Hash mark placement of the ball must be enforced by officials, in accordance with NCAA rules, once the ball has been advanced.
4.3.1. Team with possession is afforded 3 downs starting from their goal line to reach or cross their 25 yard line. If successful, they have a new series of 3 downs to reach or cross the 50-yard line. If successful, they have new series of downs to reach or cross the opponent's 25-yard line. If successful, they have 4 downs to score a touchdown. For example, a team starts at their goal line and on the first play makes it to their own 42, since they crossed the initial 25-yard mark, they now have 3 plays to cross the 50 for a new set of downs. Another example, a team throws a 74-yard completion after starting from their goal line. It would be first and 1 at their opponent's 26-yard line. If they complete another 7 yard pass, the ball would then be spotted at their opponent's 19, it would result in another first down, and they would have 4 plays to score a touchdown because they're now at or inside their opponent's 25 yard line.
4.4. No penalty will be assessed in excess of the 50-yard line. On an unsuccessful or successful offensive play from the 50 yard line resulting in an offensive penalty: The ball will be returned to the 50 yard line and THE NEXT SUCCEEDING PLAY WILL BE FORFEITED. I.e. 1st down will become 2nd down; 2nd down will become 3rd down; and 3rd down will result in a turnover.
4.5. Offenses switch directions after the half.
4.6. No “Double Passes” are allowed.
4.7. Once a forward pass has been thrown, a backward pass (lateral) is allowed.
4.8. Should a swing pass not cross the LOS and a defensive player tags the ball carrier behind the goal line, it is a safety.
4.9. Snapper will position the ball within 5 seconds at the next scrimmage spot. (Delay of game if not set)
4.10 15-second play clock in between plays
5. Special Rules
5.1. No blocking.
5.2. Receiver/Ball carrier is legally down when touched with one or both hands. (Excessive force by shoving, pushing, or striking a blow will be penalized by automatic first down and 5 yards. Expulsion of a player(s) if ruled unsportsmanlike & flagrant).
5.3. Fumbles are dead balls at the spot with the last team retaining possession. A muffed snap is not a fumble/dead ball. The 4.0 second count remains in effect on snaps.
5.4. Two delay of game penalties in the same possession results in a turnover.
5.5. Any offensive penalty on the extra point try results in a turnover.
5.6. The QB is allowed 4.0 seconds to throw the ball. The Official timekeeper starts a stopwatch on the snap of the ball from center and stops the watch as soon as the QB releases the ball.
5.6.1. If release is under 4.0 seconds, the play goes on.
5.6.2. If the timekeeper sees that the clock has exceeded 4.0 seconds, he waits until the play is over (the play is not blown dead), then brings the ball back to the original line of scrimmage with loss of down. (The timekeeper will be an official or coach from a team that is not playing)
5.6.3. All penalties will be marked off on a 4 second count EXCEPT for pass interference.
5.7. Defensive Pass Interference is the same as NCAA rules. (automatic 1st down & spot foul up to 15 yds)
5.8. Responsibility to avoid contact is with the defense. There will be NO chucking, deliberate bumping, or grabbing. These actions will result in a 5 yd. penalty and an automatic 1st down.
5.9. Offensive pass interference is the same as NCAA rules. (15 yard penalty)
5.10. Interceptions may be returned (“no blocking” rule applies). If an interception is returned beyond the 45 yard line (the offensive origination point) it is a touchdown and point after attempt should ensue. The teammates of the person who intercepted the ball may trail the runner so as to be in position to take a backwards pass. They may not block for or screen for the runner.
5.11. Offensive team is responsible for retrieving and returning the ball to the previous spot or the new scrimmage spot in a timely fashion. Failure to do so can result in a delay of game penalty.
5.12. The offensive center is not an eligible receiver (teams must have a center). The ball must be snapped from the ground between the snapper’s legs. (mirror the game of football)
5.13. The center will be responsible for setting or re-positioning the Referee’s bean bag at the line of scrimmage. On change of possession, the team moving to offense will ensure the bean bag gets to the new scrimmage line. (centers on both teams responsible).
5.14. No taunting or “trash talking”. (5 yard penalty & expulsion if flagrant).
5.15. The offense must gain at least 25 yards in the first 3 or less plays or the defense takes over. (There is no kicking). Four down territory occurs only after offense proceeds to or inside the opponent's 25 yard line (third quadrant).
5.16. Fighting: the player(s) involved will be ejected from the game and tournament. If a team fight occurs, the teams involved will be ejected from the tournament and denied participation in any/all Stealth Sports Events! Throwing a punch will be disqualification for that player.
5.17. Any dead ball foul on a play that results in the defense getting the ball and it is unable to be penalized back to the 50 yard line will result in a loss of down penalty. The defense, now the offense, would be starting play with 2nd down.
5.18. There will be an area referred to as the tackle box that extends 3 yards on both sides of the center and extending 3 yards deep into the backfield. No eligible receiver may align within the tackle box.
6. Scoring
6.1. 6 points for TD
6.2. 1 point for PAT from 3 yard line, 2 point PAT from 10 yard line, 3 points for PAT from the 25.
6.3. 2 points for any turnover (interception or turnover on downs)
6.4. 2 points if a team returns a PAT back across the 50.
6.5. Official score is kept by field referee and game manager.
7. Tie Breaker
7.1. After coin flip to determine first possession, teams will alternate ONE DOWN from the 20 yard line. The first possession winner from the coin flip will choose 1 offensive player, and the team on defense will choose 1 defensive player for a 1-1 match-up. If the starting offensive team scores in this situation, the line up again in a 1-1 situation from the 10-yard line to attempt an extra point worth one point. The opposing team then gets possession of the ball on offense and has ONE DOWN to score and tie, (or potentially win) with their extra point attempt.
7.2. A winner is determined when one team scores during its possession and the other does not. (Federation rules).
7.3. If a second overtime period is necessary, the same scenario in 7.1 applies until a winner is determined.
8. Time
8.1. Teams will play each pool game as one 30 minute game (continuous clock).
8.2. No time outs. (Exception: Injuries. All games will halt until player(s) can be removed as soon as safety dictates).
8.3. Approximately 5 minutes between games.
8.4. 7 on 7 league/tournaments require that all games start/end at the same time.
8.5. Teams must be on site and ready to play when scheduled.
8.6. If a team(s) are late and can not start when the match officially starts, they will begin play with whatever time is left on the game clock – not to exceed 10 minutes.
8.7. Forfeit will occur after 10 minutes of the match start.
8.8. Injury time outs may reduce the amount of time between halves and/or between games to maintain the game schedules.
9. Secondary Coverages
9.1. Coverage will be the choice of each participating team.
10. Officials
10.1. 2 - Referees; Field Judge; Back Judge, Center judge
10.2. Timekeeper: A designated official will keep the 4 second clock.
11. Coaches
11.1. Each team should self assign a manager/administrator for their particular team(s). This individual is responsible for the action of those representing the team.
12. Team Area
12.1. No team shall have additional athletes on the sideline or in the team tent partially dressed in a team uniform. (exceeding the maximum of 22 that are listed on the roster)
12.2. The Team Zone will be an area on the sideline where only team members may be during game play. This will be the area from the 35 yard line to the 35 yard line. Players and coaches may not be out of the Team Zone during game time.
13. Fan Seating
13.1. Fans MUST sit behind their team when they are playing. However, after the contest, they must relinquish their position to the fans of the team schedule to play.
13.2. Fans may not sit behind someone else’s team during a contest.
Any situation not covered in the above stated rules will be decided by the Stealth Sports Board of Directors. These ruling will be final
The Board of Directors reserves the right to implement additional protocols for safety mitigation purposes due to COVID-19. These measures would be to comply with CDC and local health services guidelines, procedures, and mandates.
Stealth Sports, a registered 501(c)(3) corporation
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