Rules and Regulations

2025 HERO 7v7 SZN Rules
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Tournament Rules

General

  1. Age Divisions: 10U, 12U, 14U, 15U, and 18U.
  2. January 1 of the current 7v7 season year determines age eligibility.
  3. Unsigned seniors may participate. Signed seniors to a college are not eligible.
  4. 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.
    1. Coaches are responsible for keeping fans in the designated area.
    2. Failure results in an Unsportsmanlike Conduct penalty.
  5. Hero Sportz Brand LLC (Hero) may cancel or change event location. If changed/canceled, Hero will not reimburse travel/lodging/food costs. Teams may request a registration refund, subject to approval.
  6. All decisions by Hero staff are final.

Coach & Spectator Conduct/Responsibilities

  1. Hero may require coaches/families/parents/spectators to observe from designated areas.
  2. Coaches must sign and adhere to a coaches code of conduct.
  3. Any coach displaying negativity toward players/coaches/staff will be removed for the remainder of the tournament.
  4. All participants and supporters must conduct themselves appropriately.
  5. Inappropriate, rude, or confrontational behavior can result in team disqualification at Hero’s sole discretion.
  6. Misconduct may result in removal from premises at Hero’s sole discretion.

Check-in & Registration

  1. Participation requirements and registration guidelines are provided to the head coach/club admin via Zorts Sports.
  2. A Hero Sportz Participation Authorization, Release & Waiver of Liability and Indemnity & General Release Agreement, electronically signed by a parent/guardian, is required via Zorts Sports.
  3. Players must have an active/eligible Zorts Player Card (Bronze or above).
  4. See Zorts for Player Card details.
  5. Roster changes are not allowed once your first game starts.
  6. Roster additions after the deadline cost $25/player.
  7. Hero may disqualify players/teams that don’t meet current season requirements.
  8. At least one (1) coach/rep must check in Saturday to receive player/coach wristbands; arrive at least one hour before your first game.
    1. Subject to change at Tournament Director’s discretion.

Rosters

  1. All rosters must be completed via Zorts Sports.
  2. Teams: minimum 7, maximum 30 players.
  3. Teams must start with at least 7 players.
  4. Injury: teams may play with 7, but never fewer.
  5. Roster protests are handled by the Tournament Director before or during play.
    1. Notify tournament staff immediately when submitting a protest.
    2. Game play and time do not stop during a protest.
      1. If illegal: offending team forfeits, 28–0.
      2. If legal: game stands as played.
  6. No roster protests after a game concludes.
  7. Players may play for only one (1) team per age division.
    1. Players may play their current division and also “play up” one division.
  8. Organizations with multiple teams in the same division:
    1. Once a team is eliminated, those players are disqualified from further play that day.
    2. Wristbands are not interchangeable.
    3. All players must have a wristband to compete.
    4. Monitored by tournament staff.
    5. Players/teams competing without a wristband are eliminated.
    6. Players cannot play on more than one team within an age division during the event.
    7. Teams using players not on their original roster are disqualified.
    8. A player cannot play for two different teams in any age division.

Pool & Bracket Play Format

  1. Minimum three (3) pool games; a fourth may be added if scheduling allows (Director discretion).
  2. Divisional tie-breakers:
    1. Two teams tied:
      1. Head-to-head
      2. Point differential
      3. Total points allowed
      4. Total points scored
      5. Coin toss
    2. Three or more teams tied:
      1. Point differential
      2. Total points allowed
      3. Total points scored
      4. Coin toss
  3. Playoffs & champions:
    1. Single-elimination brackets are scheduled after pool results are submitted in Zorts.
    2. Director discretion applies.
    3. Seeds determined by:
      1. Overall record
      2. Point differential
      3. Total points allowed
      4. Total points scored

The Game

  1. Pre-game coin toss at midfield determines first possession.
    1. In bracket play, higher seed chooses who starts with the ball.
  2. Offense starts at the 40-yard line, choice of hash. After any change of possession:
    Note: Interceptions start at the 30-yard line.
  3. All snaps at the 40 must be off the QB-TEE or under center (no shotgun). After advancing past the 40, shotgun is allowed.
  4. If using a center, the center is ineligible to catch a pass.
  5. Three (3) downs per line-to-gain: 25-yard, 10-yard, and Goal lines.
    1. Red zone 4th-down option: Offense may go for it on 4th down inside the 10. If successful: touchdown. If not: defense awarded 4 points.
      1. Interception still counts as a defensive stop (no extra 3 points added).
  6. Runner is down when touched with at least one hand below the neck.
    1. Excessive force (shove/push/strike): Automatic 1st down + 10 yards; possible expulsion if flagrant.
  7. 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.
  8. No runs; no blitzing.
  9. Challenge Flag (HS 15U & 18U, semifinals & finals only):
    1. Reviewable: touchdowns; out of bounds; catch/no-catch (incl. INTs).
    2. Judgment calls (e.g., DPI/OPI/holding) are not challengeable.
    3. One red challenge flag provided; must be thrown immediately before the next snap.
    4. Video must be clear; officials decide if evidence is sufficient.
      1. If unclear: call stands; team loses timeout and challenge.
    5. One challenge per game; failed challenge costs a timeout; successful challenge keeps the timeout.
    6. Challenging with no timeouts: Unsportsmanlike, 15 yards.
    7. Team cannot commit a penalty before next snap then challenge (Unsportsmanlike, 15 yards).

Equipment

  1. Mouth guards mandatory (QBs exempt).
  2. Soft-shell helmets highly recommended and must be secured while on field.
  3. Matching uniforms required; secondary uniform (dark or light) mandatory; numbers recommended.
    1. Same-color conflict: coin toss—loser changes (pool). In bracket play, higher seed has option.
    2. Home = dark; Visitor = light; QB may wear a different color on offense.
  4. Teams provide footballs:
    1. PeeWee Size 5 (5U–8U)
    2. Junior Size 6 (8U–12U)
    3. Youth Size 7 (12U–14U)
    4. Pro/Official Size 9 (14U+)
  5. Closed-toe shoes required; cleats allowed (no metal; facility rules may apply).
  6. Tape, gloves, elbow/knee pads allowed. Braces with exposed metal are permitted.
  7. Players encouraged to remove jewelry/hats/do-rags. Winter beanies allowed.

Field

  1. Dimensions: 50 yards x 53.3 yards wide.
    1. 40-yard playing field + 10-yard end zone.
    2. Line-to-gains: 25, 10, Goal.
    3. 1st LTG: 15 yards (25-yard line).
    4. 2nd LTG: 15 yards (10-yard line).
    5. 3rd LTG: Goal line.

Timing & Overtime

  1. Game time is forfeit time (registration does not delay games). Forfeit = 28–0. Director discretion applies.
  2. 25-minute continuous clock, unless a 28-point advantage ends the game.
  3. Clock stops for timeouts (bracket only) or injuries at officials’/director’s discretion.
  4. 25 seconds to snap after spotting; offense retrieves and spots ball with line judge.
  5. One (1) 30-second timeout per team per game (bracket only). Clock does not run during PAT after a timeout.
  6. Officials may stop clock at discretion.
  7. Injury: clock stops; restarts when player leaves field. Injured player must sit one play if attended to.
  8. Pool games may end tied. Bracket ties go to overtime:
  9. Overtime:
    1. Higher seed chooses offense/defense.
    2. Each team: 3 plays from the 10-yard line, choice of hash.
    3. If offense scores, they must go for 2 from the 10.
    4. If still tied after 1st OT: one play from the 40; greater yardage wins.
    5. 2nd OT: teams switch who starts with the ball.
    6. No timeouts; an INT ends the game.

Scoring

  1. Touchdown = 6 points.
  2. After TD, declare 1-point (from 5) or 2-point (from 10). Changes require a charged timeout; cannot change after a penalty is enforced.
  3. Turnover on downs: 0 points to defense.
  4. Safety = 2 points.
  5. 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.
  6. Red-zone 4th-down stop (inside 10, when offense elects 4th-down option) = 4 defensive points.
  7. 40-yard touchdown (scored on a passing play from the 40) = 8 points. Can be caught in end zone from 40, or a pass that gains 40 for a TD.
  8. PAT turnovers are dead balls; no points awarded.
  9. Officials/field marshal keep official score.

Coaches

  1. Four (4) coaches on the sideline; others stay 10 yards off the field in end zone area.
  2. One (1) offensive coach may be on field. Penalty: delay of game + loss of down.
  3. Only four (4) substitutes on field during play (on one knee). Penalty: delay of game + loss of down.
  4. Offensive coach must be behind huddle and stop coaching at the snap. Penalty: delay + loss of down.
  5. O/D may not set up on field until opponent reaches the 10-yard line. Penalty: delay + loss of down.
  6. No defensive coaches on field.
  7. Sideline warnings: 1st = warning; 2nd = 10 yards (or half dist.); 3rd = ejection.

Live Ball / Dead Ball

  1. Ball live at snap until whistle.
  2. Officials indicate neutral zone & LOS. Entering the neutral zone is an automatic dead-ball foul (courtesy warnings may be given).
  3. Possession in air: in bounds if first foot down is in bounds.
  4. Defense may not mimic offensive signals; Unsportsmanlike if so.
  5. Substitutions on any dead ball.
  6. Any official may whistle the play dead.
  7. Play is dead when:
    1. Touched below the neck with one hand
    2. Ball hits ground (bad snap spotted where it hits)
    3. Ball-carrier steps out
    4. TD, PAT, or safety is scored
    5. Ball-carrier’s knee or arm hits ground
    6. Receiver catches ball with one or no flag(s)
    7. 4-second pass clock expires
    8. Inadvertent whistle
    Note: There are fumbles; the ball becomes dead. If the ball-carrier fumbles, spot is 10 yards from where possession was lost.
  8. Inadvertent whistle options:
    1. Take the ball where the whistle blew (down counts), or
    2. 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.

Offense

  1. Spot is where the ball is when the runner is touched.
  2. No running plays.
  3. 4-second pass clock: if no pass thrown, play is dead; down consumed; ball returns to LOS.
  4. All passes must be forward from behind the LOS; ball out of hand before crossing.
  5. Swing pass that doesn’t cross LOS and is tagged behind the 40 results in a safety (2 points to defense).
  6. No blocking or screening at any time — 5 yards from previous spot and loss of down.
  7. Offensive players without the ball must stop motion once ball crosses LOS (no running escort).
  8. Formations must be legal: WRs outside the tackle box; one on the line each side. Illegal Formation = 5 yards, replay down.
  9. Offensive subs must enter through the back of the offense.
  10. Only one player may be in motion; motion must be parallel to LOS.
  11. Multiple players may go in motion but must be fully set before snap. Illegal Shift = 5 yards, replay down.
  12. Receivers need one foot in bounds (first contact).
  13. Simultaneous possession goes to offense.
  14. Interceptions are not returnable.
  15. Fumbles = loss of 10 yards.

Defense

  1. Ball-carrier down when touched with one hand below the neck.
    1. Excessive force: Automatic 1st down + 10 yards; possible ejection if unsportsmanlike/flagrant.
  2. Defense may jam within 5 yards and play tight; no excessive holding, hands to face, head slaps, or throwing players down.
  3. Excessive force/shoving → Automatic 1st down + 10 yards.
  4. No blitzing in regulation or OT. Illegal blitz = 15 yards, automatic 1st down.
  5. Interception: immediate dead ball; change of possession at the 30; defense awarded 3 points.
    1. If interception team is flagged Unsportsmanlike: half-the-distance (15 yards) and loss of down; new offense starts at the 35, 2nd down.
  6. Defensive pass interference (DPI): spot or 15 (whichever is less from infraction), automatic 1st down.
  7. 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 Pass Interference 10 Previous spot Loss of down
Defensive Pass Interference Spot/15 Spot or previous Auto 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 Penalty 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

  1. 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.
  2. 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).
  3. Punting the ball: personal foul. On change of possession, results in loss of down and ball at the 40.
  4. Fighting will not be tolerated.
    1. Coaches encouraging inappropriate behavior or acting aggressively toward others: ejected after one warning.
    2. Coach touching an opposing player: ejected from tournament.
    3. Player throwing a punch: ejected immediately and cannot return to the tournament.
    4. Pushing/shoving may result in immediate ejection (referee discretion).
    5. Second incident by same player(s): ejected from the entire tournament.
    6. Bench-clearing fight: both teams ejected; forfeit.
    7. Officials may eject any player(s) or team.
    8. Tournament staff may eject players/coaches/teams/bystanders and require immediate facility exit; referees may also issue a 15-yard unsportsmanlike penalty.