7v7 Rules

Pull Up 7v7 Tournament Rules

Field Setup

  • The field is 60 yards long, with two 10-yard end zones.
  • A first down marker is set at the 20-yard line.
  • Each team has one designated end zone.

Starting the Game

  • A coin toss, Rock-Paper-Scissors, or Fastest Player Race decides first possession.
  • A whistle signals the start and end of each game.
  • Game Time: 22-minute running clock.
  • Teams start on their own goal line to begin a drive.
  • 35-second play clock.
  • QB has 4 seconds to throw unless a blitzer crosses the line of scrimmage.
  • Game cannot end on a defensive penalty — untimed down is given.
  • Timeouts:
    • 1 timeout per team.
    • Stops game clock, not the 35-second play clock.
    • Delay of game = loss of down.

Player & Equipment Rules

  • Soft Shell helmets are mandatory.
  • Mouth guards are required.
  • Players must wear the official tournament wristband to participate.


Coaching Rules

  • No coaches on the field once the ball is snapped (except for the 8U division).
  • No substitutes, coaches or players allowed on the field or behind the qb during the play.
  • Offensive coaches may call the play in the huddle but, must be on the sideline before the ball is snapped
  • Coaches get 1 sideline warning.
    • 2nd = 10-yard penalty.
    • 3rd = ejection.
  • Cheating = team disqualification.

Offense Rules

  • Always starts on their goal line, choose center, left or right hash.
  • Snap must be performed by a player (not coach):
    • Either through the legs or from a kneeling position.
    • Snapper cannot move, block, or run a route after the snap.
  • QB cannot run, only pass or hand off once.
  • Offenses have 1 quarterback and 5 eligible receivers
  • Receivers may not line up in the tackle box.
  • Offense has 4 downs to get a first down or score.
  • Inside the 20-yard line = 4 downs to score.
  • NO RUNNING within 10 yards of the end zone.
  • 1 exchange per play (pass, handoff, or toss).
  • No trick plays: no double passes, reverses, or hook & ladders.

Blitz Rules

  • Blitzers must wait 2 seconds after the snap before rushing.
  • A Referee will give a verbal sack count; the refs cadence will be as follows:
    “1-ONE THOUSAND, 2-ONE THOUSAND, BLITZ-ONE THOUSAND, SACK”
  • Once the word “BLITZ" is called, defense can rush.
  • ONCE THE BLITZER HAS CROSSED THE LINE OF SCRIMMAGE THE 4 SECOND SACK CLOCK IS NO LONGER IN EFFECT. 
  • Unlimited blitzes allowed (after 2 seconds).
  • Blitzers must avoid contact with QB—tag only.
  • Roughing the passer = 15-yard penalty + possible ejection.
  • It is the blitzers responsibility to avoid contact with the quarterback. If the blitzer tackles, dives, blocks the quarterbacks arm or knocks down the quarterback the result of the play will be roughing the passer (15 yard penalty) and possible ejection from the event. The blitzer must simply tag the quarterback avoiding collusion or hitting the quarterbacks arm.

Defense Rules

  • Defenders can cross the line of scrimmage on run plays.
  • If a defender crosses the line and disrupts a non-run play before 2 seconds it is an illegal blitz, result is a  5-yard penalty and redo down.
  • Interceptions can be returned for a touchdown (6 points). If tagged, ball spotted where tagged.
  • If a defender is tagged in the end zone after an interception = ball starts at the goal line.

Center/Snapper Rules

  • Must remain stationary after the snap.
  • Cannot run routes or block.
  • If an interception happens, they can run and tag the defender.

The Tackle Box

The tackle box is the area 3.5 yards to the right and left of the snapper. Receivers may not run through the tackle box ever. This includes the running back.

No Run Zone

  • No running plays allowed within 10 yards of the end zone.

Turnovers

  • When a turnover on downs occurs; the opposing team will get the ball where the ball was last spotted (heading in the opposite direction).
  • Punt or Go for it?- on the offenses 4th down attempt the offense may elect to Punt or Go for it. 
  • By electing to Punt this would FLIP THE FIELD; making the opposing team start their drive on their own goal line.
  • If the offense elects to go for the 1st down or touchdown on 4th down and fails the opposing team will start where the offense last spotted the ball.

Scoring

  • Touchdown = 6 points.
  • After a TD:
    • Automatic 1 point, or
    • Go for 2 points from the 10-yard line.
  • Interception return for Touchdowns on an extra points = 2 points.
  • No Points for Interceptions; UNLESS ran back for touchdown.

Blocking & Contact Rules

  • No blocking allowed.
  • Offensive players must avoid contact with blitzers.
  • Face guarding is legal.
  • A defender cannot leave their feet to make a tag.
  • Ball carrier is down when touched (below neck), or elbow/knee/ball hits ground.
  • Fumbles = dead at the spot, last team in control keeps possession.


Penalties

  • Defensive Pass Interference: Spot foul + automatic 1st down.
  • Defensive Holding: 10 yards + repeat the down.
  • Offensive Pass Interference: Loss of down + ball returned to previous spot.
  • Illegal Blitz: Blitzing before the 2 second sack clock is a 5 yard penalty and redo of down.
  • Illegal Formation: Loss of Down
  • Running through the tackle box: Loss of Down
  • Blocking: Loss of down.
  • Blocking during an Interception run back = down at the spot of the block.
  • Delay of Game: Loss of down.
  • Tackling the ball carrier = 10 yard penalty, 1st down and possible ejection.
  • Unsportsmanlike/Excessive Celebration: Loss of down or 10 yard penalty.
  • Roughing the Passer = 15 yard penalty + Possible Ejection
  • Running in the No Run Zone = Loss of Down, ball placed in the original spot.
  • Missing Helmet or Mouth Piece = Loss of Down

Sportsmanship & Safety

  • Fighting = ejection. Second offense = ejected from tournament.
  • Only active offensive players on the field; others must stay on the sideline.
  • An interception will result in an immediate stoppage of play if a block occurs.
  • Excessive celebration is not allowed and will not be tolerated. At the discretion of the referee, if a team is penalized for excessively celebrating or clearing of the sideline, the result is an unsportsmanlike penalty and a loss of down.
  • A game cannot end on a defensive penalty. If this occurs, the offense will have an untimed down if time has expired.
  • The offense (wide receivers) has to line up outside the tackle box, and one receiver has to be on the line on each side.

Overtime Rules

Pool Play Overtime (Tiebreaker):

  • Coin toss; furthest traveling team or higher seed calls it.
  • One play from the 40-yard line (choice of hash).
  • Most yards gained wins.
  • Pass interference = spot foul + redo.
  • If tied, repeat until one team wins.
  • Winner earns 1 extra point on the final score.

Single Elimination Overtime:

  • Each team gets 2 downs from the 10-yard line.
  • OT1: After Touchdown; Option for automatic 1-point or go for 2.
  • OT2-OT4: After Touchdown; Teams must go for 2.
  • OT5: Longest Yard Challenge (coin toss to decide order).
  • Interceptions can be returned for 6, but defender must run the full field for it to count for points.
  • Extra point attempts may be intercepted and ran back for a touchdown but will only be 2 points if ran back.

Eligibility & Uniforms

  • Double Roster Allowed.
  • Player must wear matching uniform or notify opposing team & ref before the game.
  • Opposing teams may challenge teams roster eligibility.
  • If a team is caught cheating they will be removed from the event and all previous scores will be changed to a 28-0 loss.

Bracket Format

  • All teams will be seeded in the bracket by POOL RANKINGS. Top Seed from 1 pool will play the lowest seed from another pool (Overall ranking do not matter in the bracket) we mix up all the top teams from each pool, this will help to prevent early rematches, providing teams with more opportunities to compete against more variety of teams and talent. *Higher seed gets ball first.

Level Up Bracket Over Ride

  • In the case where 1 team plays another team from the same program in single elimination; Level Up Elites has the power to move and swap teams to provide more opportunities for those teams to compete against different competition outside of their own program. This decision will be made with an agreement from the entire Level Up Elite Staff. EXAMPLE: If Tiger (a) vs Tiger (b) play in the quarterfinals; Level up elites may swap Tiger (b) with someone on the opposite bracket. The team being swapped with Tiger (b) must have a HIGHER OVERALL RANKING. In the process of swapping teams the teams from the different 7v7 program gets ball first automatically.

8U DIVISIONAL CHAMPIONSHIPS

The top half of the standings in the 8U will play in the Elite Bracket while the bottom half will play in the Gold Bracket. These brackets will be separated and will not play each other during the bracket playoffs; however both will play for championship hardware!

Clean-Up Reminder

Each team is responsible for keeping their sideline clean. Please throw away water bottles and trash after your game.