7v7 Football Rulebook

INTRODUCTION

The CAP 7on7 tournament was organized to help Canadian football players continue to compete at a high level this fall.  The idea of this tournament is to help players develop and compete, all profits will be compiled into a prize pool for the winning team.  Below is a list of rules and COVID protocols that will be followed during the tournament.

TABLE OF CONTENTS

INTRODUCTION

1 / POSITIONS                                                                         pg.    1

2 / GENERAL RULES                                                                       2

3 / EQUIPMENT                                                                                3

4 / PLAYING FIELD                                                                                  4

5 / TIMING AND OVERTIME                                                         4

6 / SCORING                                                                                     6

7 / COACHES                                                                                    6

8 / LIVE BALL DEAD BALL                                                           7

9 / RUNNING                                                                                     8

10 / PASSING                                                                                    9

11 / RECEIVING                                                                               10

12 / RUSHING THE PASSER                                                           10

13 / ONE HAND TOUCH                                                                 12

14 / PENALITIES                                                                              12

 

1 / POSITIONS

Offense

1. The seven players on offense consist of a quarterback and six eligible receivers. Two of those receivers must be on the line of scrimmage at the snap – each positioned on opposite sides of the center.

a.  Center. This player’s sole responsibility is to snap the ball to begin the play (does not have to be a traditional between the legs snap). The center is the only ineligible player on the field. Once the center has delivered the football to the quarterback – either directly or from a pistol or shotgun formation – the center must remain in position except in the case of a turnover, when he or she is then eligible to touch the ball-carrier’s torso down.  The center can be substituted at any time, but must declare that they are the center for that particular play.

b. Quarterback. This player receives the snap from the center and initiates the play either through a handoff or pass. The quarterback cannot directly run with the ball across the line of scrimmage without first handing the ball off to a teammate and then receiving a second handoff back or receiving a pass. 

c.  Receiver/back. Any player who does not initiate the snap nor receive the snap is considered an eligible receiver/back and can either receive a handoff or catch a pass. Two receivers must be on the line of scrimmage at the snap – on opposite sides of the center – while the other three are at least one yard behind the line of scrimmage in either a slot or running back position. No player other than the quarterback may line up within three yards of the center (imaginary offensive line). 

Defense

All players on defense are eligible to rush the quarterback or drop back into coverage.

1. Rusher. Any player who rushes the quarterback must be a minimum of seven yards behind the line of scrimmage at the snap. For fields that do not include yard lines, officials will mark this seven-yard zone before every play.

a. Following a legal handoff, any member of the defense can cross the line of scrimmage.

 

 

2 / GENERAL RULES

1. Players will be required to get their temperature checked and sign waivers before every game in compliance with COVID protocol.  Players will also be asked to wear masks when the ball is live (high contact times).

2. At the start of each game, captains from both teams meet at midfield for the coin toss to determine who starts with the ball. The visiting team calls the toss. 

3. The winner of the coin toss has the choice of offense or defense. The loser of the coin toss will default to the remaining option. Possession changes to start the second half to the team that started the game on defense. 

4. The offensive team takes possession of the ball at the 45-yard line and has 4 downs to reach the 25-yard line (first down). This process continues until the offence scores, turns the ball over on downs, or turns the ball over due to interception. 

5. If the offense fails to score, turns the ball over on downs the ball changes possession and the new offensive team starts its drive on the 45-yard line. 

6. If the defense intercepts the ball, a defensive player can attempt to return it until down, out of bounds or possession of the ball is lost. If the defense crosses the 50-yard line with the ball after an interception, the play is considered to have ended in a defensive touchdown (ie. pick six).

7. All possession changes, including interceptions that have not resulted in a pick six, start on the 45-yard line. 

8. THERE ARE NO FUMBLES, any time the ball touches the ground (ie. incomplete pass or fumble) it is considered a dead ball and the whistle shall be blown.  DO NOT attempt to dive on a fumbled football.

9. Unsportsmanlike Conduct penalties will be defined as; A rude, confrontational or offensive behavior or language. Subject to a 15-yard penalty (1st offence) and possible ejection (2nd offence)

10.          An Inadvertent Whistle will result in the play being dead at the point where the whistle was blown. In the case of an inadvertent whistle, the offense has two options: a. Take the ball where it was when the whistle blew, and the down is consumed. b. Replay the down from the original line of scrimmage.

11.         Fighting of any kind will not be tolerated and will result in immediate dismissal from the tournament.

 

 

3 / EQUIPMENT

1. Teams will use OUA regulation footballs, however if a team would prefer to use a CFL regulation football for their own offence it will be permitted.

2. Cleats with exposed metal are not allowed and must be removed. 

3. Players may tape their forearms, hands and fingers. Players may wear gloves, elbow pads and knee pads. Players are encouraged, but not mandated, to wear mouth pieces during practices and games. 

4. Players must remove all jewelry. Hats, do-rags, and winter beanies are allowed. 

5.Players must wear masks while live in the field of play, the mask can be removed on the sideline or while the play is dead.

 

 

4 / PLAYING FIELD

1.Typical Canadian football field dimensions (65-yard width) from the 50-yard line in.

yards)NO RUN ZONE (5 yards) 

 

5 / TIMING AND OVERTIME

1. Games are played on a 50-minute continuous clock with two 25-minute halves. The clock stops for timeouts or injuries only, though officials can stop the clock at their discretion for injury, to stop a team from delaying or other unsportsmanlike conduct. 

2. Halftime is 5 minutes (if the game is running long, halftime will be eliminated). 

3. Each time the ball is spotted, a team has 30 seconds to snap the ball. Teams will receive one warning before a delay-of-game penalty is enforced. 

4. Each team has one 30-second timeout per half. The clock will be stopped during time outs

5. In the event of an injury, the clock will stop then restart when the injured player is removed from the field of play and both teams are lined up ready to restart the play. 

6. In playoff games only, if the score is tied at the end of 40 minutes, an overtime period will be used to determine a winner. The overtime format is as follows:

a.    A coin flip will determine the team that chooses to be on offense or defense first.

 

i.      If a second round of overtime must be played, the team that lost the coin toss will get to choose offense or defense for the start of the second round of overtime. This process continues with teams alternating who gets to choose to be on offense or defense to start out during every round of overtime.

 

ii.   The referee will determine which end of the field the overtime will take place on. 

b.    Each team will take turns getting one play from the defense’s 5-yard line for one point or the defense’s 10-yard line for two points. Whether to go for one or two points is up to the offensive team. Whether or not the team that begins on offense converts, the team that started on defense gets a chance on offense to win or tie by converting a one- or two- point play of its own.

i.      Example: Team A starts on offense and chooses to go for one point from the 5-yard line and is successful. Team B is then on offense and can choose to either go for one point from the five-yard line to tie and force a second round of overtime or to go for two points from the 10-yard line for the win. 

ii.   If the second team on offense in an overtime round fails to beat or match the team that went first, the team that went first wins. 

c.    All regulation period rules and penalties are in effect 

d.    There are no timeouts in overtime. 

 

 

 

 

6 / SCORING

1. Touchdown: Six points 

2. PAT (point after touchdown) one point from the 5-yard line or two points from the 10-yard line.

a.    Because of the 5-yard to the sticks no-run zone, a one point PAT is pass only; two point PAT can be run or pass.

b.    A team that scores a touchdown must declare prior to the snap whether it wishes to attempt a one- or two-point conversion. Any change, once a decision is made to try for the extra point, requires a charged timeout. A decision cannot be changed after a penalty. Interceptions on conversions cannot be returned and are considered a dead ball immediately.

3. Safety: Two points

a.    A safety occurs when the ball-carrier is declared down in his or her own end zone (behind the 50-yard starting line). Runners can be called down when they are touched on the torso by a defensive player, they step out of bounds, a knee or arm touches the ground, a fumble occurs in the end zone or if a snapped ball lands in or beyond the end zone. 

7 / COACHES

1.Teams are not permitted coaches on the field or sideline during the game.

 

 

 

8 / LIVE BALL DEAD BALL

1. The ball is live at the snap and remains live until an official’s whistle blows the ball dead (incomplete pass, scoring play, fumble, downed player). 

2. The official will indicate the neutral zone and line of scrimmage by spotting the ball before each play and signaling ready for play with a short whistle.

a.    It is an automatic dead ball foul if any player on defense or offense enters the neutral zone. In regard to the neutral zone, an official may give both teams a “courtesy” neutral zone notification prior to the snap to allow their players to move back behind the line of scrimmage.

3. A player who gains possession of the ball is considered inbounds as long as one foot comes down in the field of play. 

4. Substitutions may be made on any dead ball. 

5. Any official can whistle the play dead. 

6. Play is ruled “dead” when: a. The ball hits the groundb. If the ball hits the ground as a result of a bad snap, the ball is then placed where the ball hit the groundc. The ball-carrier steps out of boundsd. A touchdown, PAT or safety is scorede. Any part of the body other than feet or hands touches the groundf. A ball carrier is touched on the torso by a defender g. An inadvertent whistle 

7. In the case of an inadvertent whistle, the offense has two options: a. Take the ball where it was when the whistle blew, and the down is consumed. b. Replay the down from the original line of scrimmage. 

8. A team is allowed to use a timeout to question an official’s rule interpretation. If the official’s ruling is correct, the team is charged a timeout. If the rule is interpreted incorrectly, the timeout is not charged and the proper ruling will be enforced. Officials should all agree upon any controversial call in order to give each team the full benefit of each call. The challenge can only be made by the team’s captain.

9.A team with no time out remaining cannot challenge a rule interpretation, though officials can come together independently and reverse a call by unanimous decision. 

 

 

9 / RUNNING

1. The ball is spotted where the runner’s front foot, not the position of the ball, is when the ball carrier is touched on the torso by a defender. 

2. The quarterback cannot directly run with the ball. 

3. A ball carrier may not make a direct attempt to run into or through a defender.  This will result in a ‘charging call’.

4. Only direct handoffs behind the line of scrimmage are permitted. Handoffs may be in front, behind or to the side of the offensive player but must take place behind the line of scrimmage. The offense may use multiple handoffs. The “center sneak” play is not allowed as centers are ineligible to receive handoffs or catch passes.

5. Laterals of any kind are allowed, including pitches and throwbacks. 

6. No-Run Zones are located five yards before the end zone and five yards before midfield (25-yard line) in the direction the offense is headed. They are designed to avoid short-yardage, power-running situations. Teams are not allowed to run in these zones. 

7. Any player who receives a handoff can throw the ball from behind the line of scrimmage. 

8. Once the ball has been handed off in front, behind or to the side of the quarterback, all defensive players are eligible to rush. 

9. Runners may not leave their feet to advance the ball. Diving, leaping or jumping (hurdling) are not legal moves to avoid defenders. The spin, juke or jump cut move is permitted to avoid defenders.

10.         Spinning is allowed, but players cannot leave their feet to avoid defenders.

11.          Runners may leave their feet if there is a clear indication that he/she has done so to avoid collision with another player. (ie. out of control defender)

12.          No blocking or “screening” is allowed at any time. 

13.         Offensive players without the ball may continue their motion once the ball has crossed the line of scrimmage (ie. running with the ball-carrier) for lateral purposes only. No blocking or interfering with defenders is permitted, whether intentional or not.

 

 

10/ PASSING

1. All passes must be from behind the line of scrimmage, thrown forward and received beyond the line of scrimmage.

a.    All passes that do not cross the line of scrimmage, whether received or not, are illegal forward passes.

b.    The quarterback may throw the ball away to avoid a sack. The pass must go beyond the line of scrimmage and be in the vicinity of a receiver per referee discretion. 

c.    Quarterbacks cannot spike the ball dead unless the ball travels beyond the line of scrimmage and is in the vicinity of a teammate. 

d.    The double pass is a legal play, but must be initiated with a lateral. Only one forward pass per play is permitted.

2. A seven-second pass clock begins upon the snap and continues until there is a handoff or pass. If the seven-second clock expires while the quarterback still has the ball, the play is blown dead, a down is lost and the ball is returned to the line of scrimmage as if an incomplete pass occurred. 

3. Shovel passes are allowed but must be received beyond the line of scrimmage. 

4. Any player who has received a legal handoff can throw the ball forward as long as they are still behind the line of scrimmage.


11 / RECEIVING

1. All players – excluding the center – are eligible to receive passes. 

2. A player must have at least one foot inbounds to make a legal reception. 

3. A ball carrier may not make a direct attempt to run into or through a defender. This will result in a ‘charging call’.

4. In the case of simultaneous possession by both an offensive and defensive player, possession is awarded to the offense. 

5. Interceptions change possession at the point of the catch. Interceptions are returnable. Whether an interception results in the ball crossing the 50-yard line (ie. pick six) or not the new possession is started on the 50-yard line.

6. The play is blown dead immediately if an interception is made on an extra-point try. There are no returns on that play. 

 

 

12 / RUSHING THE PASSER

1. All players who rush the passer must be a minimum of seven yards behind the line of scrimmage when the ball is snapped. Any number of players can rush the quarterback. Players not rushing the quarterback can defend on the line of scrimmage. 

2. Once the ball is handed off, the seven-yard rule no longer is in effect, and all defenders may go behind the line of scrimmage. 

3. A marker, or the referee, will designate a rush line seven yards from the line of scrimmage. Defensive players should verify they are in the correct position with the official on every play. 

4. A rusher who leaves the rush line early (breaks the seven yard area) may return to the rush line, reset and then legally rush the quarterback. 

5. Teams are not required to rush the quarterback. 

6. Teams are not required to identify their rusher before the play. 

7. Players rushing the quarterback may attempt to block a pass. However, no contact can be made with the quarterback in any way. Blocking the pass or attempting to block the pass and then making contact with the passer still results in a roughing the passer penalty (15-yard penalty).

8. The offense cannot impede the rusher in any way. The rusher has the right to a clear path to the quarterback, regardless of where he or she lines up prior to the snap. If the “path or line” is occupied by a moving offensive player, then it is the offense’s responsibility to avoid the rusher. Any disruption to the rusher’s path and/or contact will result in an impeding the rusher penalty. If the offensive player does not move after the snap, then it is the rusher’s responsibility to go around the offensive player and to avoid contact. 

9. A sack occurs if the quarterback is touched by one hand of a defender behind the line of scrimmage before the ball has been thrown. The ball is placed where the quarterback’s front foot was when he was touched on the torso. Close calls (bang bang plays) will be referee’s discretion.

10.         A safety is awarded if the sack takes place in the offensive team’s end zone (ie. behind the 50-yard line).

 

13 / One Hand Touch

1. A legal down by contact one hand touch will be defined as a defender placing one hand on the torso (not arm, leg, or face) of the ball carrier.

2. A legal down by contact one hand touch takes place when the ball-carrier is in full possession of the ball.

3. Defenders cannot dive to touch ball carriers. Defenders also are not permitted to tackle or run through the ball-carrier when attempting to down them.

4. It is illegal to attempt to strip or pull the ball from the ball-carrier’s possession at any time. 

5. If a ball carrier falls inadvertently during the play, the player is down immediately when the knee or elbow touches the ground and the play ends. The ball is placed where the player fell.


14 / PENALTIES

General

1. The officials will call all penalties. 

2. Game officials determine incidental contact that may result from normal run of play. 

3. All penalties will be assessed from the line of scrimmage.

4. Only the team captain may ask the referee questions about rule clarification and interpretations. Other players, coaches and fans may not question calls. 

5. Games and halves may not end on a penalty unless the opposing team declines it. 

6. Penalties are assessed live ball then dead ball. Live ball penalties must be assessed before play is considered complete. 

7. Penalties will be assessed half the distance to the goal line when the penalty yardage is more than half the distance to the goal. 

 

 Defensive Penalties

Defensive pass interference (impeding the route of the receiver past 5-yards when the ball is in flight)

+15 yards and repeat down

Holding/Illegal contact (impeding the route of the receiver before the ball is in flight or as the ball is in flight to another receiver)

+10 yards

Stripping (Punching the ball out)

+10 yards and automatic first down

Screening, blocking while running with the ball (ie. interception)

-Loss of down on next possession

Defensive unnecessary roughness (referee’s discretion)

+10 yards and automatic first down

Defensive Unsportsmanlike conduct (referee’s discretion)

+15 yards and automatic first down (First individual offence)

+15 yards and automatic first down, potential ejection (Second individual offence)

Offside (crossing the 1-yard buffer to the line of scrimmage before the snap of the ball)

+5 yards from line of scrimmage and free play

Illegal rush (Starting rush from inside 7-yard marker)

+5 yards from line of scrimmage and free play

Roughing the passer (contact with the quarterback after the ball has been thrown)

+15 yards from line of scrimmage and repeat down

 

 

 

Offensive Penalties

Offensive unnecessary roughness (referee’s discretion)

-10 yards and loss of down

Offensive unsportsmanlike conduct (referee’s discretion)

+15 yards and loss of down (First individual offence)

+15 yards and loss of down, potential ejection

(Second individual offence)

Offside / false start (crossing the line of scrimmage before the snap of the ball)

-5 yards from line of scrimmage 

Screening, blocking while running with the ball

-Loss of down on next play

Charging (intentionally running into/through a defender)

-10 yards and loss of down

Illegal forward pass (A second forward pass received or thrown from behind the line of scrimmage or throwing a pass after crossing the line of scrimmage)

-5 yards from line of scrimmage and loss of down

Offensive pass interference (purposely impeding the defensive back’s path to a football)

-5 yards from line of scrimmage and loss of down

Illegal formation (No end)

-5 yards from line of scrimmage 

Delay of game (30 second play clock between placement of ball and the snap of the ball)

-5 yards from line of scrimmage and loss of down

Impeding the rusher (the intentional blocking of a rusher by an offensive player)

-5 yards from line of scrimmage and loss of down