RED ZONE ELITE – OFFICIAL 7on7 RULES (2026 EDITION)
GENERAL GAME RULES
Field and Game Setup
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Offense starts each possession on the 40-yard line with the option to choose either hash.
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First downs are awarded at the 25-yard line and 10-yard line.
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Once inside the 10-yard line, the offense has three (3) downs to score.
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The tackle box is defined as 2 yards on each side of the QB tee (referee discretion).
Possession Rules
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Day One (Pool Play): Coin flip determines first possession.
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Day Two (Bracket Play): Higher seed chooses who receives the ball first.
Player Down Rules
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A player is ruled down when touched with one hand between the neck and ankles.
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No diving at any time.
Quarterback Clock
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QB has 4.0 seconds to release the ball.
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Officials will use chop count or stopwatch; the 4th chop = whistle.
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Clock begins on the snap.
Blitz Rules (General)
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Each team receives one (1) blitz per game, including overtime.
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Blitz is tracked by the Head Referee and Field General.
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No blitzing is allowed from the 40-yard line (safety rule).
Running Rules
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Offense may run on ANY down.
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QB may NOT run.
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First player to possess the snap = QB.
Second player to touch the ball = runner only (cannot throw or lateral).
Game Clock
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25-minute running clock (20 minutes if required for scheduling).
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No timeouts.
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No untimed downs except:
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Extra point attempt after a TD scored with time expired.
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Following a defensive penalty.
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Field General may stop the clock to ensure proper rule application.
TEAMS, COACHES & GAME MANAGERS
Team Size
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Maximum of 24 players.
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No more than 24 wristbands will be issued.
Sideline Rules
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Players remain on their assigned sideline.
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No warming up on fields where another game is being played.
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Teams must keep the sideline area clean and clear.
Coaching Staff
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Maximum of 4 coaches/staff per team.
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One offensive coach may be on the field pre-snap; players must be on one knee.
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No defensive coaches allowed on the field at any time.
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Violations:
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1st: Warning
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2nd: Delay of game (loss of down) for offense or 15 yards for defense
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Field Setup
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Offense may not enter the field until the opposing team reaches the 25-yard line.
Penalty: Delay of Game (5 yards).
Game Officials
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Each game features at least 2–3 referees and one Field General.
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Coaches must sign score sheets when applicable.
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Head Official/Field General will loudly communicate all scores.
Multiple Teams from One Organization
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Players receive color-specific wristbands tied to their roster.
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Wristbands are not interchangeable.
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A player on a team that is eliminated cannot play again that day within the same division.
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Illegal players or wristband switching = automatic team disqualification.
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Players cannot play on more than one team within the same division.
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Players can play up or down only if eligible and properly rostered.
PLAYER ELIGIBILITY
Registration Requirements
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All players must check in at registration with valid documentation.
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Teams must be fully rostered in Zorts.
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All players must wear their issued wristband for the duration of the tournament.
Removing it requires full recertification.
Eligibility Requirements (2026 Update)
A player qualifies by AGE OR GRADE. Grade overrides age with proper verification.
High School Divisions
HS/18U
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Current 11th, 10th, and 9th graders.
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School-issued ID required.
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No graduating seniors.
HS/Seniors
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Class of 2026 graduates are eligible.
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9th–11th graders may also compete.
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RZE may merge HS divisions if necessary.
15U / Freshman Division
A player is eligible if either:
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In 9th grade, OR
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15 years old or younger on 1/1/26
Grade overrides age if verifiable.
14U / Middle School Division
A player is eligible if either:
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In 8th grade, OR
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14 years old or younger on 1/1/26
Grade overrides age if verifiable.
Youth Divisions (Age as of 1/1/26)
A player qualifies by AGE OR GRADE.
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13U (Age or 7th Grade)
12U (Age or 6th Grade)
11U (Age or 5th Grade)
10U (Age or 4th Grade)
9U (Age or 3rd Grade)
8U (Age or 2nd Grade)
GAME TIMES & LATE POLICY
Arrival and Game Start
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Teams must arrive 30 minutes early.
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Games may start ahead of schedule if fields open.
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Game length: 25 minutes, running clock.
Late Policy
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Clock starts at the scheduled time.
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5 minutes late:
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Opponent receives 7 points and first possession.
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10 minutes late:
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Forfeit (21–0) recorded.
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Registration delays will not delay games.
Scoring at End of Game
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If a TD is scored as time expires, the scoring team receives an extra point attempt.
Timekeeping
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Head Official keeps the clock and signals start/stop.
OFFENSIVE RULES
Field Position & Downs
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Offense starts at the 40-yard line.
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First downs at 25-yard line and 10-yard line.
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Inside the 10: 3 downs to score.
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Offense has 3 downs to gain a first down.
Center Requirements
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Teams may snap via center or QB tee.
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If using a center:
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Center is ineligible.
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Must take a knee immediately after the snap.
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Extra Point Options
After scoring:
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1 point: automatic from the 5-yard line
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2 points: attempt from the 10-yard line
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Offense may choose hash or middle
Coach must declare immediately.
Running Rules (Offense)
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Offense may run the ball on any down.
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QB cannot run.
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Second player touching the ball cannot pass or lateral.
Blocking
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NO BLOCKING.
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Penalty: 5 yards + loss of down.
Fumbles
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Any fumble (including shotgun snap) = dead ball at the spot.
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Loss of down unless otherwise specified.
Ball Retrieval
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Offense must retrieve and return the ball quickly.
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Delays may result in Delay of Game → loss of down.
Formations & Substitutions
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Must use legal formations.
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Receivers must align outside the tackle box.
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Players must sub in from behind the offense.
Deceptive substitutions result in penalty + loss of down.
Goal Posts
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Goal posts are out of bounds.
SCORING
Point Values
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Touchdown: 6 points
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PAT from 5: 1 point (automatic)
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PAT from 10: 2 points
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Interception: 1 point
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No points awarded for defensive stops
Special Scoring Rules
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Turnover on PAT = dead ball, no points awarded.
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INT at end of game still earns 1 point.
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Official score is kept by referees and reported to Field Monitor.
OFFENSIVE PENALTIES
Loss of Down Penalties
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False Start = Loss of down
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Delay of Game = Loss of down
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Offensive Pass Interference = 5 yards + loss of down
Penalty at the 40-yard Line
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Any offensive penalty = loss of down only.
Ball stays on the 40.
Clock Management
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Offense must quickly retrieve/return the ball.
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Delay → Delay of Game (loss of down).
Dead Ball Penalties
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15-yard penalty from end of play.
Personal Foul on Touchdown
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Offense forfeits PAT.
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Defense takes over at the 40-yard line.
Back-to-Back Delay of Game
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Results in a defensive stop.
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Defense awarded 2 points.
Dead Ball Penalty After TD
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Scoring team loses PAT attempt.
Blitz Recovery
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If offense commits a penalty during a defensive blitz and penalty is accepted → defense regains its blitz.
DEFENSIVE PENALTIES
Standard Defensive Penalties
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Offsides = 5 yards
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Defensive PI = NFHS rules (15 yards)
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Holding = 10 yards
Pass Interference in End Zone
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Enforced as half the distance to the goal.
PI on Extra Point
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Penalty moves ball half the distance.
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Point value remains the same.
Dead Ball Penalties
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After change of possession or TD → loss of down when offense starts.
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Otherwise: 15 yards or half the distance + automatic first down.
Contact Responsibility
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Defense must avoid contact with stationary offensive players.
Game Cannot End on Defensive Penalty
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Offense receives an additional play.
Unnecessary Roughness
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15 yards + automatic first down.
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Player may be ejected.
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Diving at legs = unnecessary roughness.
Penalty During Blitz
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Defensive penalty during blitz = loss of blitz (except encroachment).
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Encroachment = 5 yards, replay down, blitz not lost.
Punting Penalty
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Punting the ball = personal foul.
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If change of possession occurred → offense starts at 40 with loss of down.
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May include player ejection.
BLITZ RULES
Blitz Definition
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A blitz is any defender crossing the line of scrimmage to attack the QB.
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Not a blitz: Defender tagging RB on mesh/RPO.
Blitz Allowance
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One blitz per team per game (OT included).
Four-Second Rule Removal
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During blitz: No 4-second clock.
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QB may scramble but not cross original LOS.
Blitz Anywhere
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Blitz can be used anywhere except the 40-yard line (safety rule).
Blitz & Penalties
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Defensive penalty → blitz lost.
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Offensive penalty (if accepted) → blitz retained.
OVERTIME RULES
Overtime Initiation
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Tie games (bracket play only) proceed to OT.
Coin Toss
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Official chooses team to call.
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Winner chooses offense or defense.
Overtime Format
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Ball placed at 10-yard line.
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Each team receives two plays to score.
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Only offensive scoring counts.
Two-Point Conversions
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After 1st OT: All teams must go for 2.
Possession Rotation
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2nd OT: Possession flips.
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3rd OT & beyond:
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One play from the 5 (1pt) or 10 (2pt) until a winner emerges.
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OT Penalties
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All regulation penalties apply.
TOURNAMENT SEEDING
Day Two Tournament
Teams are seeded based on:
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Win/Loss record
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Point differential
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Additional tiebreakers if needed
FIGHTING & CONDUCT POLICY
Zero Tolerance
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Fighting results in immediate ejection and removal from event.
Throwing a Punch
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Automatic tournament ejection.
Bench Clearing
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Both teams are removed from the tournament.
Retaliation
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Punched but no swing back → Must sit one series.
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Swing back → Ejected from game.
Team Responsibility
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Teams are responsible for coaches, players, and fans.
CELEBRATION RULES
Celebration Policy
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Celebrations allowed.
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Taunting not tolerated.
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Crossing opponent’s hash during celebration = taunting penalty.
Ball-head Rule
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Touching, circling, or confronting opposing players = double taunting penalty.
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Touchdown stands, but:
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No PAT
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Opponent awarded 2 points + ball at 25-yard line
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May result in ejection.
Punting Penalty
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Punting ball = 2 points to opponent + ball at 25-yard line.
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Player may be ejected.
BTA Actions
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Belt-to-Ass taunting = team ejection.
EQUIPMENT REQUIREMENTS
Mandatory Equipment
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Mouthguards required.
Recommended Equipment
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Soft-shell headgear (optional but recommended).
Ball Requirements
Minimum sizes:
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8U/9U: Pee Wee
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10U: K–2
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11U/12U: TDJ
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14U: TDY
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15U+: High School
Teams may use a larger ball if approved.



