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AZ Youth Football Brigade

7v& Rules - 1316 Year olds

1. Field Dimensions/Specs

 

 40 yards in length – 40, 25 & 10 are the first down lines

 Between 145’ in width

 10 yards deep in End Zone

 Field hash marks are of high school dimensions

 

 

2. Team Members

 

Players

Each team has a maximum of 15 players.  Players will not be accepted into the event as individuals.  All players must be a part of a team.

Centers are elgible Receivers – snaps do not have to go between legs

 

The center will be responsible for setting or re-positioning the football at the line of scrimmage.

Age Requirements

All players must be under the age of 16 at the beginning of the school year

Coaches

Each team has a maximum of 2 coaches.  Coaches will be allowed on the sidelines only during games.

Coaches must stay on the sidelines a all times

 

 

3. Officials

 

Each game will have a minimum of two (2) officials. Positions are Referee/Field Judge and Back Judge.

Each game needs to have a scorekeeper/timekeeper.

 

 

4. Game Times

 

Teams must be onsite and ready to start on time. If a team is late or cannot start on time, the game clock will begin and whatever time is left on the clock will be where the game starts. The team that is late will begin on defense. If a team is late by 10 minutes or more they will forfeit the game.

Games are played with an eighteen (18) minute running clock. After the initial 18 minutes, the last 2 minutes are played as regulation football game with clock stoppages per regulation NFHS football rules. During the last two minutes, all completions must be advanced past the line of scrimmage, otherwise the clock will stop. Sacks in the last two minutes stop the clock as well

1 timeout per team (30 sec

Overtime

If overtime is required, teams will alternate three (3) plays from the ten-yard line.  Each team has an attempt to score in each overtime period.

Starting with the 3rd and subsequent overtimes, all PAT’s must be 2 point attempts from the 10 yard line.

Overtime periods are not timed.

Each team is awarded one timeout during overtime period.

 

 

5. Scoring

 

Six (6) points for a touchdown

One (1) point for a PAT from 3 yard line

Two (2) points for a PAT from 10 yard line

Two (2) Points for Defensive Stop on downs

Three (3) Points for Interception  (no runbacks or “pick 6” for safety reasons)

Turnover on a PAT is dead ball (including INT)

Official scores will be kept by field referee and sideline scorekeeper.

 

 

6. Penalties

 

Offense

Off-sides = Loss of Down

Delay of Game = Loss of Down

Each team will have 25 seconds to snap the ball once it has been marked ready for play; delay of game penalty will be assessed.

Pass interference = 5-yard penalty and Loss of Down

No penalty may be assessed in excess of the 40 yard line. If a penalty would move the offense beyond the 40 yard line, the offensive team shall be charged with a loss of down.

If the referee sees that the clock has exceeded 4.0 seconds, the play is blown dead. The ball should be returned to the original line of scrimmage with loss of down. If the QB proceeds to throw the ball after the play has been blown dead, a penalty for offensive delay of game will be assessed.

Offensive team is responsible for retrieving and returning the ball to the previous spot or the new scrimmage spot. Clock does not stop and any delay by offense in retrieving and returning the ball TO THE REFEREE will result in a delay of game and will be a 5-yard penalty from the succeeding spot.

If defensive holding occurs on the same play as a sack, the defense will be penalized and the sack is void.

Defense

Off-sides = 5-yard penalty

Defensive Holding = 5-yard penalty

Defensive Pass Interference will be a spot foul (1st down at the spot).

If Defensive Pass Interference occurs in the end zone, it will result in a 1st down at the 1-yard line.

Any dead ball penalty on the defense AFTER a change of possession would result in a loss of down for that team’s offense when they begin their ensuing possession.

Responsibility to avoid contact is with the defense. The defense is allowed an INITIAL disruption, and then must cover. Excessive or prolonged contact will result in a “tack on” penalty at the end of the play (5-yard penalty).

 

 

7. Turnovers/Deadballs

 

Receiver/Ball carrier is legally down flag is pulled/ steps out of bounds/knee or elbo touches the ground. (Excessive force by shoving, pushing, or striking a blow will be penalized by automatic first down and 5 yards. Player can be expelled if ruled unsportsmanlike & flagrant).

Fumbles that hit the ground 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.

The QB is allowed 4.0 seconds to throw the ball. Time starts on the snap of the ball and stops as soon as the QB releases the ball. If release is under 4.0 seconds, the play continues. Play is blown dead after 4.0 seconds.

Interceptions may not be returned – 3 points are awarded on interception. Points for defensive stop and interception are not “added together”. One or the other ends a possession with defensive points.

The offense must gain at least 15 yards in the first 3 or less plays or the defense takes over. No 4th downs. (3) downs in all zones.

 

 

8. Appeals

 

If during game play a coach or player disagrees with an official’s call, they may not dispute that call with the official at that time. 

 

 

Uniforms

All teams are required to wear the designated league uniform

Players are permitted to wear standard football cleats with plastic or rubber spikes. No metal spikes are allowed.

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