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$100 per team.


Player Equipment

a. All teams must have the same jerseys/shirt. (Jerseys can be, football jersey, T-shirts, compression shirt, or sleeveless shirts are the only choices of acceptable jerseys.  No player will be allowed to participate without a shirt. Teams’ jerseys must match.

b. A mouthpiece is required.  No player will be allowed to participate without a mouthpiece.

c. Gamebreaker soft shell helmet is suggested for use, nut is optional.


Field Dimensions/Specs

40 yards in length – 40, 25 & 10 are the first down lines.  Two (2) Games will be scheduled at the same time, on the same field.


Team Members

Players - You can use a QB Tee.

a. The offensive center is an eligible receiver. - (6 eligible receivers.)

b. The center will be responsible for setting or re-positioning the football at the line of scrimmage. If there is no center, they can use a QB TEE


Age Requirements

Using the July 31st date as a cutoff. 

  1. Age Division: 8U 10U, 12U 14U (7v7) * Must have at least 2 of the same age groups to be able to schedule a game. (i.e., Team “A” has a 10U team and Team “B” has a 10U team, a game can be scheduled. 


Starting Each Game

A coin toss will determine which team gets the ball first. That team will begin possession if the ball on the 40-yard line with their choice of hash.  A whistle will begin each game.


  1. Games are played with an eighteen-minute running clock. After the initial 18 minutes, the last 2 minutes are played as regulation football games with clock stoppages per regulation VAHS football rules. (Two 20-minute half) During the last two minutes, all completions must be advanced past the line of scrimmage, otherwise the clock will stop. Sacks (pass not attempted within 4 seconds) in the last two minutes stop the clock as well.

  2. 2 timeout per team, per half (30 sec)

  3. The official/coach will declare when the clock is under 2 minutes.

  4. A whistle will end each game.

  5. The referee/coach will keep the official score and time on the field for each game.

  6. Soft-Shell helmets are optional.


Moving of the Ball
a. Offense always starts on the 40-yard line with their choice of the hash. After any change of possession.  

b. All snaps at the 40-yard line must be off the QB-TEE / or by Center snap.

c. Offense has three (3) downs to gain a first down. First down markers will be at the 25, and 10-yard lines.

d. Receiver/Ball carrier is legally down when touched below the neck with two hands. (Excessive force by shoving, pushing, or striking a blow will be penalized by automatic first down and 5 yards.

e. Once inside the 10-yard line, the offense has 3 downs to score a touchdown.

f. The QB is never eligible to run.

g. Passing plays only.

h. No running plays.

i. The offense can choose to go for 1 point  from the 3 yard line or go for 2 points from the 10-yard line. Offense chooses hash for ball placement.

j. 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.

k. 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.




  1. Six (6) points for a touchdown

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

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


  1. Interceptions result in the defensive team taking over on offense at the 25

  2. Turnover on a PAT is dead ball (including INT)

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

*Interceptions may not be returned  



  1. 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.


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


  1. Three (3) overtime maximum.


  1. Overtime periods are not timed.


  1. Each team is awarded one timeout during the overtime period.


  1. There is no running allowed in the Overtime Period.



Offensive Penalties

  1. Offsides = Loss of Down


  1. Delay of Game = Loss of Down


  1. 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.


  1. Pass interference = 5-yard penalty and Loss of Down


  1. 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.



  1. 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.


  1. 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 / coach will result in a delay of game and will be a 5-yard penalty from the succeeding spot.


Defensive Penalties

  1. Offsides = 5-yard penalty


  1. Defensive Holding = 5-yard penalty



  1. 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.


  1. 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.



  1. 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).



Coaching your Team
1. There will be one offensive coach allowed on the field at any time active athletes behind him only.

2. The coach must be positioned behind the offensive huddle.

4. Remaining team coaches can work from the sidelines.

5. NO defensive coaches allowed on the field.


Special Rules
1. NO BLITZING ALLOWED in the ENTIRE game (INCLUDING overtime). If a team blitzes, they will be penalized 15 yards, un-sportsman.

2. NO down field blocking. Defined as initiating a block more than five (5) yards from the line of scrimmage.

3. Face guarding is allowed. (Ages 7-14)

4. Blocking downfield will result in a loss of down, return to the previous spot.

5. Ball carrier is legally down when touched below the neck with two hands or the ball carrier’s elbow/knee, or the football touches the ground. A defender CAN leave his feet to make a tag. The offensive player can leave his feet also.

6. Offensive team will have 25 seconds to put the ball into play. Delay of game is a loss of down.

7. The offensive team is responsible for retrieving and returning the ball to the official. The clock does not stop, and any delay of the offense in retrieving and returning the ball to the official will result in delay of game.

8. Defensive pass interference will result in a 15-yard penalty and an automatic first down. Defensive holding will result in a 10-yard penalty and repeat the down.

9. Offensive pass interference will result in a return to the previous spot plus a loss of down.

10.QB is allowed 4.0 seconds to throw the ball. Referees will stop play if 4.0 seconds are surpassed.

11. An interception will result in an immediate stoppage of play and a change of possession with the interception team gaining possession at the 30-yard line. If an unsportsman penalty is given to the interception team, they will be penalized 10 yards and will start from the 40-yard line.

12. A game cannot end on a defensive penalty. If this occurs, the offense will have an untimed down if time has expired.

13. The offense (wide receivers) must line up outside the tackle box, and one receiver must be on the line on each side.

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