RULES AND REGULATIONS

General
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Age Divisions: 10U, 12U, 14U, 15U, and 18U.
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January 1 of the current 7v7 season year determines age eligibility for HS divisions. Date of first day of tournament determines age eligibility for Elementary and Middle School divisions (10u, 12u, 14u)
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Unsigned seniors may participate. Signed seniors to a college are not eligible.
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Only four (4) coaches per team are allowed on the sidelines. All team photographers, managers, position coaches, team moms, fans, etc. must remain a minimum of 10 yards off the field in the end zone area.
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Coaches are responsible for keeping fans in the designated area.
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Failure results in an Unsportsmanlike Conduct penalty.
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1 Motion Sports may cancel or change event location. If changed/canceled, 1 Motion Sports will not reimburse travel/lodging/food costs. Teams may request a registration refund, subject to approval.
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All decisions by 1 Motion Sports staff are final.
Coach & Spectator Conduct/Responsibilities
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1 Motion Sports may require coaches/families/parents/spectators to observe from designated areas.
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Coaches must sign and adhere to a coaches code of conduct.
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Any coach displaying negativity toward players/coaches/staff will be removed for the remainder of the tournament.
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All participants and supporters must conduct themselves appropriately.
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Inappropriate, rude, or confrontational behavior can result in team disqualification at 1 Motion Sports' sole discretion.
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Misconduct may result in removal from premises at 1 Motion Sports' sole discretion.
Check-in & Registration
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Participation requirements and registration guidelines are provided to the head coach/club admin via 1 Motion Sports.
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A 1 Motion Sports Participation Authorization, Release & Waiver of Liability and Indemnity & General Release Agreement, electronically signed by a parent/guardian, is required via Zorts Sports.
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Players must have an active/eligible Zorts Player Card (Bronze or above).
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See Zorts for Player Card details.
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Roster changes are not allowed once your first game starts.
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Roster additions after the deadline cost $20/player.
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1 Motion Sports may disqualify players/teams that don’t meet current season requirements.
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At least one (1) coach/rep must check in Saturday to receive player/coach wristbands; arrive at least one hour before your first game.
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Subject to change at Tournament Director’s discretion.
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Rosters
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All rosters must be completed via Zorts Sports.
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Teams: minimum 7, maximum 24 players.
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Teams must start with at least 7 players.
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Injury: teams may play with 7, but never fewer.
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Roster protests are handled by the Tournament Director before or during play.
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Notify tournament staff immediately when submitting a protest.
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Game play and time do not stop during a protest.
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If illegal: offending team forfeits, 28–0.
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If legal: game stands as played.
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No roster protests after a game concludes.
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Players may play for only one (1) team during the tournament. Players can not play multiple ages or with multiple teams.
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Organizations with multiple teams in the same division:
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Once a team is eliminated, those players are disqualified from further play that day.
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Wristbands are not interchangeable.
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All players must have a wristband to compete.
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Monitored by tournament staff.
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Players/teams competing without a wristband are eliminated.
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Players cannot play on more than one team within an age division during the event.
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Teams using players not on their original roster are disqualified.
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A player cannot play for two different teams in any age division.
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Pool & Bracket Play Format
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Minimum three (3) pool games; a fourth may be added if scheduling allows (Director discretion).
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Divisional tie-breakers:
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Two teams tied:
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Head-to-head
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Point differential
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Total points allowed
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Total points scored
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Coin toss
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Three or more teams tied:
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Point differential
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Total points allowed
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Total points scored
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Coin toss
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Playoffs & champions:
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Single-elimination brackets are scheduled after pool results are submitted in Zorts.
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Director discretion applies.
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Seeds determined by:
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Overall record
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Point differential
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Total points allowed
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Total points scored
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The Game
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Pre-game coin toss at midfield determines first possession.
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In bracket play, higher seed chooses who starts with the ball.
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Offense starts at the 40-yard line, choice of hash. After any change of possession:
Note: Interceptions start at the 30-yard line.
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If using a center, the center is ineligible to catch a pass.
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Three (3) downs per line-to-gain: 25-yard, 10-yard, and Goal lines.
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Runner is down when touched with at least one hand below the neck.
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Excessive force (shove/push/strike): Automatic 1st down + 10 yards; possible expulsion if flagrant.
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QB has 4.0 seconds to throw. Field marshal times and will call “sack” at 4.0 if ball is still in hand; play is dead. Judgment is at field marshal’s discretion.
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No runs; no blitzing.
Equipment
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Mouth guards mandatory (QBs exempt).
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Soft-shell helmets highly recommended and must be secured while on field.
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Matching uniforms required; secondary uniform (dark or light) mandatory; numbers recommended.
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Same-color conflict: coin toss—loser changes (pool). In bracket play, higher seed has option.
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Home = dark; Visitor = light; QB may wear a different color on offense.
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Teams provide footballs:
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PeeWee Size 5 (5U–8U)
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Junior Size 6 (8U–12U)
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Youth Size 7 (12U–14U)
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Pro/Official Size 9 (14U+)
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Closed-toe shoes required; cleats allowed (no metal; facility rules may apply).
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Tape, gloves, elbow/knee pads allowed. Braces with exposed metal are not permitted.
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Players encouraged to remove jewelry/hats/do-rags. Winter beanies allowed.
Field
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Dimensions: 50 yards x 53.3 yards wide.
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40-yard playing field + 10-yard end zone.
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Line-to-gains: 25, 10, Goal.
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1st LTG: 15 yards (25-yard line).
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2nd LTG: 15 yards (10-yard line).
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3rd LTG: Goal line.
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Timing & Overtime
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Game time is forfeit time (registration does not delay games). Forfeit = 28–0. Director discretion applies.
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22-minute continuous clock, unless a 28-point advantage ends the game.
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Clock stops for timeouts (bracket only) or injuries at officials’/director’s discretion.
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25 seconds to snap after spotting; offense retrieves and spots ball with line judge.
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One (1) 30-second timeout per team per game (bracket only). Clock does not run during PAT after a timeout.
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Officials may stop clock at discretion.
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Injury: clock stops; restarts when player leaves field. Injured player must sit one play if attended to.
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Pool games may end tied. Bracket ties go to overtime:
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Overtime:
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Higher seed chooses offense/defense.
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Each team: 3 plays from the 10-yard line, choice of hash.
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If offense scores, they must go for 2 from the 10.
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If still tied after 1st OT: one play from the 40; greater yardage wins.
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2nd OT: teams switch who starts with the ball.
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No timeouts; an INT ends the game.
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Scoring
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Touchdown = 6 points.
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After TD, declare 1-point (from 5) or 2-point (from 10). Changes require a charged timeout; cannot change after a penalty is enforced.
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Turnover on downs: 0 points to defense.
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Safety = 2 points. (Sack or 3rd down stop BEHIND THE 40)
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Interception = 3 points (no returns). New offense starts at the 30.
Note: If INT occurs with no time on the clock, the 3 points still apply.
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PAT turnovers are awarded points of attempted PAT. EX. Offense attempts 1 point, defense INT is awarded 1 point. Offense attempts 2 points, defense INT is awarded 2 points.
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Officials/field marshal keep official score.
Coaches
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Four (4) coaches on the sideline; others stay 10 yards off the field in end zone area.
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One (1) offensive coach may be on field. Penalty: delay of game + loss of down.
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Only four (4) substitutes on field during play (on one knee). Penalty: delay of game + loss of down.
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Offensive coach must be behind huddle and stop coaching at the snap. Penalty: delay + loss of down.
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O/D may not set up on field until opponent reaches the 10-yard line. Penalty: delay + loss of down.
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No defensive coaches on field.
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Sideline warnings: 1st = warning; 2nd = 10 yards (or half dist.); 3rd = ejection.
Live Ball / Dead Ball
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Ball live at snap until whistle.
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Officials indicate neutral zone & LOS. Entering the neutral zone is an automatic dead-ball foul (courtesy warnings may be given).
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Possession in air: in bounds if first foot down is in bounds.
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Defense may not mimic offensive signals; Unsportsmanlike if so.
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Substitutions on any dead ball.
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Any official may whistle the play dead.
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Play is dead when:
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Touched below the neck with one hand
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Ball hits ground (bad snap spotted where it hits)
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Ball-carrier steps out
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TD, PAT, or safety is scored
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Ball-carrier’s knee or arm hits ground
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Receiver catches ball with one or no flag(s)
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4-second pass clock expires
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Inadvertent whistle
Note: There are fumbles; the ball becomes dead. If the ball-carrier fumbles, spot is 10 yards from where possession was lost.
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Inadvertent whistle options:
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Take the ball where the whistle blew (down counts), or
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Replay the down from original LOS.
Note: If on the last play of a half/game, offense gets one untimed down with the same options.
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Offense
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Spot is where the ball is when the runner is touched.
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No running plays. (Except 10u. 10u has unlimited run plays)
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4-second pass clock: if no pass thrown, play is dead; down consumed; ball returns to LOS.
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All passes must be forward from behind the LOS; ball out of hand before crossing.
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Swing pass that doesn’t cross LOS and is tagged behind the 40 results in a safety (2 points to defense).
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No blocking or screening at any time — 5 yards from previous spot and loss of down.
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Offensive players without the ball must stop motion once ball crosses LOS (no running escort).
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Formations must be legal: WRs outside the tackle box; one on the line each side. Illegal Formation = 5 yards, replay down.
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Offensive subs must enter through the back of the offense.
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Only one player may be in motion; motion must be parallel to LOS.
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Multiple players may go in motion but must be fully set before snap. Illegal Shift = 5 yards, replay down.
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Receivers need one foot in bounds (first contact).
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Simultaneous possession goes to offense.
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Interceptions are not returnable.
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Fumbles = loss of 10 yards.
Defense
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Ball-carrier down when touched with one hand below the neck.
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Excessive force: Automatic 1st down + 10 yards; possible ejection if unsportsmanlike/flagrant.
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Defense may jam within 5 yards and play tight; no excessive holding, hands to face, head slaps, or throwing players down.
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Excessive force/shoving → Automatic 1st down + 10 yards.
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No blitzing in regulation or OT. Illegal blitz = 15 yards, automatic 1st down.
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Interception: immediate dead ball; change of possession at the 30; defense awarded 3 points.
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If interception team is flagged Unsportsmanlike: half-the-distance (15 yards) and loss of down; new offense starts at the 35, 2nd down.
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Defensive pass interference (DPI): spot or 15 (whichever is less from infraction), automatic 1st down.
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Defensive holding: 10 yards from previous spot, automatic 1st down.
Penalties
Penalty Yards Spot Assessed Result
Offsides 5 Previous spot Replay down
False Start 5 Previous spot Replay down
Illegal Formation 5 Previous spot Replay down
Illegal Shift 5 Previous spot Replay down
Illegal Motion 5 Previous spot Replay down
Delay of Game 5 Previous spot Replay down
Illegal Participation 5 Previous spot Replay down
Illegal Blocking 5 Previous spot Loss of down
Offensive PI 10 Previous spot Loss of down
Defensive PI Spot/15 Spot or Previous 1st down
Defensive Holding 10 Previous Spot Auto 1st down
Illegal Blitzing 15 Previous Spot Auto 1st down
Excessive Celebration / Taunting No extra point; Loss of down
Unsportsmanlike 15 Previous Spot By offense: Loss of down
By defense: Auto 1st down
No penalty may be assessed in excess of the 40-yard line; beyond the 40 results in only a loss of down.
Celebrations / Fighting Conducts
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Celebrations are encouraged; taunting is not. Keep it quick and within your side of the hash. Excessive celebration/taunting: unsportsmanlike, loss of down, and ejection of the player.
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BALLHEAD NOTE: Circling/touching opponents results in an excessive-celebration penalty plus two (2) points awarded to the non-offending team. A second violation may result in ejection (Director discretion).
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Punting the ball: personal foul. On change of possession, results in loss of down and ball at the 40.
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Fighting will not be tolerated.
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Coaches encouraging inappropriate behavior or acting aggressively toward others: ejected after one warning.
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Coach touching an opposing player: ejected from tournament.
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Player throwing a punch: ejected immediately and cannot return to the tournament.
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Pushing/shoving may result in immediate ejection (referee discretion).
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Second incident by same player(s): ejected from the entire tournament.
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Bench-clearing fight: both teams ejected; forfeit.
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Officials may eject any player(s) or team.
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Tournament staff may eject players/coaches/teams/bystanders and require immediate facility exit; referees may also issue a 15-yard unsportsmanlike penalty.
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