Varsity Preps

MS Grind 7v7 Schedule & Rules

2nd Annual MS Grind 7v7 Invitational
Saturday, April 20, 2019
East MS Community College, Scooba, MS
Admission $7

Field A (Stadium)

10:00 Prime Truth vs vs MS Grind Blue
10:25 PPA vs So. Express Blue
10:50 Prime Truth vs J3m Memphis
11:15 MS Grind Blue vs So. Express Blue
11:40 Prime Truth vs. PPA
12:05 J3M Memphis vs So. Express Blue
12:30 MS Grind Blue vs PPA
12:55 Prime Truth vs So. Express Blue
1:20 MS Grind Blue  vs J3M Memphis
1:45 PPA vs J3m Memphis

Field B  (Stadium)

10:00 MS Heat vs. So. Express White
10:25 MS Grind Gray vs 144 Elite
10:50 Bootleggers vs MS Heat
11:15 So. Express White vs 144 Elite
11:40 MS Heat vs MS Grind Gray
12:05 Bootleggers  vs 144 Elite
12:30 MS Grind Gray vs So. Express White
12:55 MS Heat vs. 144 Elite
1:20 So. Express White vs. Bootleggers
1:45 Ms Grind Gray vs  Bootleggers

 

 

 

  1. Field Dimensions/Specs
  2. 40 yards in length – 40, 25 & 10 are the first down lines
  3. 10 yards deep in End Zone
  4. Field hash marks are of high school dimensions

 

 

  1. Players
    1. Teams are not required to utilize an offensive center.
      1. If utilizing one, the offensive center is not an eligible receiver.
      2. The center will be responsible for setting or re-positioning the football at the line of scrimmage. If no center, the QB will be responsible.
    1. Coaches
      1. One offensive coach may be in the huddle with players between plays but when the huddle breaks the coach must move at least 5 yards behind the QB so he will not interfere with the operation of the official or game play.
  • Defensive coaches are not allowed on the field at any time.

 

  1. Officials
  1. Each game will have a minimum of two (2) officials. Positions are Referee/Field Judge and Back Judge.
  2. Each game needs to have a scorekeeper/timekeeper.
  3. Field manager – Event must have one for every two 7v7 fields to assist with crowd, player, coach, and referee control on/around the game fields.

 

  1. Game Times
  2. Teams must be onsite and ready to start on time. If a team is late or cannot start on time, the game time will be adjusted.
  3. Games are played with an twenty (20) minute running clock in pool play with no time outs. In the Single Elimination Tournament, the first 18 minutes will be a running clock, 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. Sacks in the last two minutes WILL STOP THE CLOCK
  4. 1 timeout per team (30 sec) – during tournament bracket play only
  5. Overtime:
    1. If overtime is required, teams will alternate One (1) play. The team with the longest reception will will be awarded 1 point and will will the contest.

 

  1. Scoring
  1. Six (6) points for a touchdown
  2. One (1) point for a PAT from 5 yard line
  3. Two (2) points for a PAT from 10 yard line
  4. Two (2) Points for Defensive Stop on downs
  5. Three (3) Points for Interception  (no runbacks or “pick 6” for safety reasons)
  6. Turnover on a PAT is dead ball (including INT)
  7. Official scores will be kept by field referee and sideline scorekeeper.

 

  1. Penalties
  2. Offense
    1. Off-sides = Loss of Down
    2. False Start = Loss of Down
    3. 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.
  • Pass interference = 5-yard penalty and Loss of Down
  • WR Headslap- Any WR that headslaps a DB will be ejected from the game immediately on the first offense. The second offense will be an automatic ejection from the 7v7 event.
  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.
  2. 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.
  3. 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.
  1. Defense
    1. Off-sides = 5-yard penalty
    2. Defensive Holding = 5-yard penalty
  • Defensive Pass Interference will be a spot foul (1st down at the spot).
    1. 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.
  2. 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).

 

  1. Turnovers/Deadballs
  1. Receiver/Ball carrier is legally down when touched below the neck with one or both hands. (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).
  2. 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.
  3. 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.
  4. 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.
  5. 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.

 

  1. Appeals
  2. If during game play a coach or player disagrees with an official’s judgment call, they may not dispute that call with the official at that time.
  3. If during game play a coach or player disagrees with a rules interpretation, they may stop the game to determine with the officials and field manager
  4. For consideration, the coach must report all game play ruling discrepancies to the Field Manager no more than 20 minutes after that game has ended. Any reversal or game-changing decisions will be made at the Field Manager’s discretion.

 

  1. Additional Game Format Rules
  2. Bracket Play– Higher seed gets choice of offense/defense for opening possession
  3. No kicking or punting
  4. No passer may run with the ball.
  5. All passes must be thrown beyond the line of scrimmage. (NO Swing Passes, Lateral, Screens)
  6. Hand offs in the backfield are not allowed. (No Shovel Passes)
  7. All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box.
  8. No blocking.
  9. No taunting or “trash talking.” (See Code of Conduct for penalty).
  10. Fighting: All players must abide by the National 7v7 Association Code of Conduct. See Code of Conduct for more detail.

 

  1. Tiebreakers
  2. If two teams are tied at the end of pool play, the tiebreaker is head-to-head records.
  3. If three or more teams are tied at the end of pool play, the following criteria will be used to determine winners:
    1. Head-to-head records
    2. Points allowed
  • Points scored
  1. Coin flip