RULES

UPDATED 2027 RULES TBA

BUILT BY THE PEOPLE WHO COMPETE

THE MIDAMERICA COMPETITION COMMITTEE

At MidAmerica, we believe the best rules come from the people who experience the game firsthand.



That’s why we have established the MidAmerica Competition Committee — a group made up of MidAmerica administrators, club administrators, and coaches from across our organization.


At the conclusion of every season, the Competition Committee comes together to review the year and help shape the rules and competition standards for the following season.

The committee discusses:


  • Rule changes and clarifications
  • Competition and game-play improvements
  • Feedback from coaches and clubs
  • Tournament procedures
  • Player safety
  • Officiating standards
  • Division and roster policies
  • New ideas to improve the overall experience

WE LISTEN TO OUR PEOPLE


Our rules aren't created in a vacuum.


We want feedback from the coaches, clubs, administrators, officials, players and families who experience MidAmerica events throughout the season.


If something can be better, we want to hear about it.


Every offseason, that feedback is brought to the Competition Committee, discussed and considered as we prepare for the next season.


Not every suggestion will become a rule — but every voice has the opportunity to help move our game forward.

EVOLVING EVERY SEASON


7v7 football continues to grow and evolve. Our rulebook should evolve with it.


That's why MidAmerica reviews its rules every single offseason rather than assuming what worked yesterday will always be best tomorrow.


LISTEN. REVIEW. IMPROVE.


That's the standard behind MidAmerica competition.

MA 7V7 FOOTBALL RULES

1. Field Dimensions:


Field Length: 50 yards total, with a 40-yard playing field and a 10-yard end zone.


Width: Minimum of 40 yards for youth (10U, 12U, and 14U). A regulation field is preferred when space permits.


2. Starting Each Game:


Coin Toss or Rock Paper Scissors:


Home team calls the toss.


The winner begins possession at the +40 yard line.


In bracket play, the higher seed chooses offense or defense.


Before each game, all players must line up and visibly present their wristband to officials.


Game balls will also be checked prior to starting.


A whistle signals the start of the game.


Game Duration: 25-minute running clock.


Clock stops only for official or coach timeouts.


One 30 second timeout per team per game.


If time expires while a team scores, they may attempt a 2-point conversion on an untimed down.


Teams have 30 seconds to snap the ball during a 2-point conversion


A game cannot end on a defensive penalty; instead, an untimed down will be played.


QB has 4 seconds to throw the ball, starts when the ball is snapped


Blitzing removes the 4 second clock


A whistle signals the end of the game.


Official Score and Time: Kept by referees and field manager.


Mouth Guards: Mandatory for all players except the QB.


Soft Helmets: Mandatory for all players except the QB, Partner Events may make them optional.


3. Moving the Ball:


Starting Position: Offense starts on +40 yard line after any change of possession.


Offense cannot be penalized or sacked back beyond the +40.


Downs:


3 downs to reach the 25 and 10-yard first down markers.


3 downs to score inside the 10-yard line.


Quarterback (QB):


The first player to control the snap is the QB and is ineligible to run.


The offense may run the ball as many times as they wish. The QB can only make one exchange (pass, handoff, or toss). No trick plays are allowed (toss passes, hook and ladders, or reverses).


Snapping the Football


All snaps must come from near the ground or a QB Tee at the line of scrimmage


A bench player or the on field coach must snap the ball for the QB


Fumbled/Dropped Snap results in a dead ball and loss of down, with the ball returned to the original line of scrimmage.


4. Coaching Your Team:


7 players on the field must consist of:


1 Quarterback (QB)


1 Ineligible Center (Bench player or the on field coach)


5 Eligible Receivers (or 4 WR and 1 RB)


Offensive Coaches: One allowed on the field behind the huddle. No defensive coaches allowed on the field.


Coach Conduct:


Coaches cannot challenge rulings, the call on the field is final.


Sideline warnings may lead to penalties or ejections after multiple violations.


Sideline Coaches: No more than 5 allowed on the sidelines.


Bench or Substitute Players: Must be on the sideline, not behind the offense.


5. Special Rules:


No Blocking: Shielding, picking, or obstructing defenders is not allowed.


Tackle Box:


 The tackle box extends two player-widths (approximately 6 feet) to each side of the center and two player-widths deep behind the line of scrimmage.


 All Receivers and Running Backs (WR/RBs) must align outside of the tackle box at the snap.


A Running Back or Receiver (RB/WR) may receive a handoff and advance through the tackle box.


WR/RB may motion and go through the tackle box on the snap for their route


Pass Interference:


Face guarding allowed.


High school rules apply for interference/contact.


Ball Carrier: Tagged down by one-hand touch below the neck. A defender may leave their feet to make a tag.


Play Clock:


Offense has 30 seconds to snap the ball from a dead ball.


Dead ball = When the whistle blows to end the play.


The offense is responsible for retrieving and returning the ball to an official.


Delay of game results in a loss of down.


Teams may not use a two ball system, players must retrieve the ball after each play and bring it back to the line of scrimmage.


Offense must wait for officials to be set before snapping the ball


Defensive Penalties: Result in a first down at the next marker or at the 1-yard line.


Offensive Penalties: Result in a loss of down.


Quarterback Time Limit: 4 seconds to throw the ball, unless blitzed.



Blitz:


Defense allowed one blitz per game, including overtime.


Sacks are down where spotted, but the ball cannot be placed beyond the 40-yard line.


Defensive players may not cross the line on a run play until the QB hands the ball off. If they do, that will be considered a blitz.


Players who cross the line while jamming a receiver will be charged a blitz.


Interceptions:


Play stops immediately. The intercepting team takes over at the 40-yard line.


Celebrations:


We encourage team celebrations, please feel free to celebrate during the event.


Excessive celebrations (taunting, clearing benches, prolonged celebrations, etc) will result in a first down or loss of down on the next drive.


Unsportsmanlike Conduct: 


Fighting and taunting will NOT be tolerated.


Two unsportsmanlike conduct penalties result in ejection from the game.


Profanity can be an unsportsmanlike conduct.


Fans, coaches, or players can cause a sideline penalty.


Fighting or throwing punches results in ejection from both the game and the tournament.


Brawl or multiple ejections = Suspension.


6. Tie Breaker:


Tiebreaker Process:


Coin toss to decide choice of possession, higher seed calls.


Each team gets 1 snap from the 40-yard line.


Deepest completion wins, gaining 1 extra point.


If tied or neither side completes a pass, repeat the process.

 


7. Event Bracket Format:


Seeding:


Based on Day 1 performance.


Minimum of 3-4 games per team during the event. (Pool + Tournament)


Seeding Criteria:


Record.


Fewest points allowed.


Total points scored.


Point differential.


Rock, Paper, Scissors.


8. Scoring and Point Values:


Touchdowns: 6 points.


1 free extra point can be chosen or 2 extra points for scoring on a play from the 10-yard line.


Tiebreaker Victory: 1 point.


Defense:


Interception = 2 points and possession at the 40-yard line.


No points awarded for interceptions in overtime or on 2 point conversions.


9. Penalties:


Offensive Penalties

Penalty Result


False Start/Illegal Motion

Loss of down


Delay of Game

Loss of down


Illegal Play

Loss of down


Blocking

Loss of down


Pass Interference

Loss of down


Unnecessary Roughness

Loss of down


Unsportsmanlike Conduct

Loss of down


Sideline

Loss of down


Equipment

Loss of down


Defensive Penalties

Penalty Result


Encroachment/Neutral Zone

First down at next marker or at 1


Holding

First down at next marker or at 1


Pass Interference

First down at next marker or at 1


Unnecessary Roughness

First down at next marker or at 1


Illegal Blitz

First down at next marker or at 1


Unsportsmanlike Conduct

First down at next marker or at 1


Sideline

First down at next marker or at 1


Equipment

First down at next marker or at 1

 

10. Eligibility:


Multiple Teams in the same Age Division:


The first team in each age group must be D1, the second team may be D2.


Wristbands will be assigned for each player to differentiate the teams.


Players are NOT eligible to play in both D1 and D2 or Gold/Silver in the same age division


11. Age Rules for Midwest 7v7 Football:


Age-based rules are used to simplify verification and prevent players from aging out during the season.

Players are eligible to play up or in higher age divisions (14yo can play in 15u or 18u)

Players are NOT eligible to play down or in a lower age division (14yo can not play in 12u)

High School - 18U Division

Players must be 18 or younger on January 1, of the current year

Freshman - 15U Division 

Players must be 15 or younger on January 1, of the current year

Middle School Division - 14U Division

Players must be 14 or younger on January 1 of the current year. 

Youth Division - 12U Division

Players must be 12 or younger on January 1 of the current year.

Child Division - 10U Division

Players must be 10 or younger on January 1 of the current year.


Age Verification during events

Coaches are recommended to keep a binder or some sort of media with them containing identifying copies of information for all team participants.


Acceptable forms of identification documents printed or digital

State ID

Drivers Permit/License (Preferred)

Birth Certificate


Player eligibility disputes

There are NO player eligibility disputes allowed. All players are age verified before the event to ensure a fair and proper tournament. Any questions regarding this process can be directed to the tournament director after the event. Games will not be delayed for coach concerns.


Football Sizes

10U - Pee Wee

12U - TDJ14U - TDY15U/18U - Regulation NFHS ball


Appendix: Tournament Rules and Processes Explained

 

1. Coach Responsibilities:

1.1 Coaches are responsible for knowing and educating players on all rules.

1.2 Sideline maintenance and timely paperwork/payment submission are the coach's responsibility.

1.3 Team rosters must be entered and updated before each event.

1.4 Players must be on the team’s roster for each event to be eligible to play.


2. Starting Each Game:

(2) (C) Clarification. Time announcements at 15, 10, 5 minutes, with consistent updates in the last 2 minutes.


3. Moving the Ball:

(3) Clarification. One exchange per play; no additional ball exchanges during a live play. (Flips, hook and ladders, double pass, etc)

(3) (C) Clarification. The QB may not exit the field of play behind the line of scrimmage, if they do it results in a dead ball and loss of down. Section (3)(C)(c) still applies to the QB.

(3) (D) (c) Clarification. Fumbles post-QB exchange result in a dead play; ball spotted where the fumble occurred.


4. Defensive Play Rules:

4.1 Defensive players do not have to look for the ball in the air.

4.2 No physical impeding allowed until the receiver touches the ball.

4.3 Blitz allows sending as many defensive players across the line as desired.


5. Special Rules:

(5) (A) Clarification. Any attempt to block or impede a defensive player results in a loss of down and return to the previous spot.

(5) (H) (d) Clarification. Overly aggressive DB pressing that crosses the line of scrimmage does result in a blitz.

(5) (H) (d) Clarification. A defensive player crossing the line before QB exchange on a run play is used as the defensive team’s blitz.


6. Tie Breaker Rules:

(6) (A) (c) Clarification. Running the ball is not allowed; teams must complete a pass.

(6) (A) (c) Clarification. Furthest completion rule in overtime; interceptions have no value.

(6) (A) Clarification. Pass interference during overtime results in a replay of the down.

 

(6) (A) Clarification. One point is awarded for an overtime win. If tied at 14 in overtime, the final score is declared 15-14 when a winner is 

decided.


7. Weather Policy:

7.1 Play through all weather, excluding extreme or unsafe conditions.

7.2 Lightning results in a 30-minute delay; subsequent lightning extends the delay.

7.3 Weather decisions are made by the acting event director.

7.4 Events subject to cancellation, relocation, rescheduling, or early ending due to weather.

7.5 Refunds or discounts due to weather are at the discretion of each event host.


8. Officials:

8.1 Each game has a minimum of 2 referees and 1 Field Manager.

8.2 Referee positions: 1 behind the defense, 1 on the line, and a third (if present) behind the offense.

8.3 Referee positions continued: If there are only two referees, the referee position will be behind the offense and cover sideline, while the second referee covers the middle and opposite sideline.

8.3 Head Referee/Field Judge oversees the 4-second clock behind the offense.

8.4 Referees and Field Managers assist with scorekeeping and time management.

8.5 Line Judges manage the game clock on the line of scrimmage.

8.6 If a 3rd official is present, they serve as the line judge opposite of the official behind the offense, tracking the 30-second play clock.

8.7 Field Managers assist with crowd control and rules discretions.

8.8 Field Managers do not have the authority to overturn Head Referee decisions.

8.9 Field Managers update live scoring in unison with the Head Referee.

8.10 Referees and Field Managers ensure games are on time and flow smoothly.


9. Eligibility

(9) (A) (a) Clarification. The 30 second clock starts immediately after a touchdown, in this time the scoring team must snap the ball if going for two or else it is a delay of game and loss of attempt.

(10) (A) Clarification. Players are not eligible to play in different divisions within the same age group (D1/D2/D3)

(10) Clarification) Age challenges are not allowed, every player has been age verified before the tournament. For any questions, please address the event host AFTER the event.


10. Age Rules for Midwest 7v7 Football:

(11) Clarification. Players are eligible to play up or in higher age divisions.

(11) Clarification. Players can be on two teams if they are in different age divisions.

(11) Clarification. Players are not eligible to play down or in lower age divisions.

 

GIRLS FLAG OFFICIAL RULES

1. Field Dimensions:


Length: 50 yards total, with a 40-yard playing field and a 10-yard end zone going one direction


Width: 40 yards, but can be at minimum 30 if space is not suitable


No-Run Zones: 5 yards before first down marker and 5 yards before end zone


First Down Marker: 20-yard line


2. Starting Each Game:


A whistle signals the start of the game


Coin Toss or Rock Paper Scissors:


Home team calls the toss


The winner begins possession at the +40 yard line


In bracket play, the higher seed chooses offense or defense


Game Duration:


25 minute running clock


Clock stops only for official or coach timeouts


Timeouts:


One 30-second timeout per team per game


Snap Clock: 


Offense has 30 seconds to snap the ball after a dead ball


Teams are responsible for retrieving and returning the ball to the line of scrimmage


Quarterback:


4 seconds to throw unless blitzed


If blitzed, the 4-second limit is not enforced 


If the ball is handed off, the 4-second limit is not enforced


Untimed Plays: 


A game cannot end on a defensive penalty, an untimed down is played


A whistle signals the end of the game


Official Score and Time: Kept by referees and field director


3. Moving the Ball:


Starting Position: 


Offense starts at the +40 yard line after any change of possession


Offense cannot be penalized or sacked back beyond the +40


Downs:


4 downs to reach a first down or score


Quarterback (QB) Rules:


The player receiving the snap is the QB 


Center is eligible to receive passes


Pass Rules:


One forward pass per play


One lateral pass allowed before the forward pass


All passes must be thrown from behind the line of scrimmage


Teams may hand the ball off and then lateral if done behind the LOS


QB may run only if blitzed outside of a no-run zone


The offense may run the ball as many times as they wish


Snapping the Football:


All snaps must come from the ground and be from the center


Fumbled/Dropped Snap results in a dead ball and loss of down, with the ball returned to the original line of scrimmage


Running Restrictions:


Teams may hand off or run the ball only outside of no-run zones


Fumbles or Flag Drops: 


A fumble, accidental flag drop by ball carrier, or interception results in a dead ball


No interception returns allowed


4. Offensive Play Restrictions


No-Run Zones: 


Offense may not run inside 5 yards of a first down or the goal line.


Blocking: 


No blocking, picking, or screening allowed


Flag Pulling: 


Swatting or attempting to knock away an opponent’s hand is illegal (flag guarding)


No Excessive Spinning: 


Spinning is legal, but excessive spinning will be a flag


5. Defensive Play


Flag Pulling:


When a flag is pulled it is a dead ball at the spot and next play begins


No tackling or unsafe contact is allowed 


Defenders may leave their feet to pull a flag


Blitzing:


Unlimited players may blitz and unlimited blitzes allowed per game


QB may run if blitzed, unless in a no-run zone


Blitzing is allowed in no-run zones


Players must start 5 yards off the line of scrimmage to blitz


Defensive Contact:


No physical impeding before the receiver touches the ball


6. Scoring:


Touchdown: 


6 points.


Extra Points:


1 free extra point may be taken or teams may go for a 2 point conversion from the 5 yard line


2 point conversions are considered in the no-run zone, only passes are permitted


Interception:


2 points


Possession begins at +40-yard line


Overtime: 


One untimed play from the 40-yard line; only passing allowed


The team completing the farthest pass wins


Interceptions do not have value


7. Penalties:

Offensive Penalties

Penalty  Result


False Start/Illegal Motion

Loss of down


Delay of Game

Loss of down


Illegal Play / Double Forward Pass

Loss of down


Blocking / Screening

Loss of down


Pass Interference / Flag Guarding

Loss of down


Unsportsmanlike Conduct

Loss of down


Sideline Violation

Loss of down


Equipment

Loss of down


Defensive Penalties

Penalty  Result


Encroachment / Neutral Zone

First down at next marker or 1-yard line


Holding

First down at next marker or 1-yard line


Pass Interference / Flag Guarding

First down at next marker or 1-yard line


Illegal Blitz

First down at next marker or 1-yard line


Unsportsmanlike Conduct

First down at next marker or 1-yard line


Sideline Violation

First down at next marker or 1-yard line


Equipment

First down at next marker or 1-yard line

Addition Clarifications:


A defensive penalty cannot end a game; an untimed down is played


Defensive penalties during overtime do not affect scoring; the play is replayed if necessary

8. Equipment


Flags: Mandatory for all players. Each player must wear a 2-flag belt (one flag on each hip) Flags must be:


Belt - One piece with 2 attached flags (standard style)


Quick-release clip (standard pop-style)


Must be snug to the waist so it doesn’t rotate


Can not be altered, taped, or knotted


Placement - Left hip and right hip


Dimensions


Length - 14 inches minimum


Width - 2 inches minimum


Material - Vinyl / vinyl coated (cloth or ribbon-style are not permitted)


Color - Contrasting color to uniform and not clear, thin, or camouflage


Uniforms


Must be tucked in so flags are visible and accessible


Failure to comply results in an equipment violation


No pockets or belt loops on shorts if possible


Belt must sit at or above the hips


Uniforms, flags, and belts are brought by the team; tournament does not provide flags


Mouthguards: Mandatory


Soft Shells: Required, may use headband style headgear


Football Sizes:


10U: Pee Wee


12U: TDJ


14U: TDJ


15U/18U: TDY


9. Overtime:


Play: One untimed play from the 40-yard line; only passing allowed


Scoring:


Team completing the farthest pass wins


Interceptions have no value


Blitzing: Not allowed in overtime


Coin toss to decide choice of possession, away team calls. If bracket play, the higher seed gets choice


If tied or neither side completes a pass, repeat the process

10. Eligibility & Age Divisions


Age Verification:


Coaches are recommended to carry player ID or birth certificate with them


Player Eligibility:


No disputes are allowed during the event; all players are pre-verified through the MidAmerica 7v7 Football age verification process

Division  Maximum Age (as of Jan 1)


HS

18


14U

14


12U

12


10U

10


Player eligibility disputes:


There are NO player eligibility disputes allowed. All players are age verified before the event to ensure a fair and proper tournament. Any questions regarding this process can be directed to the tournament director after the event. Games will not be delayed for coach concerns

11. Coaching Your Team:


Offensive Coaches: One allowed on the field behind the huddle. No defensive coaches allowed on the field


Coach Conduct:


Coaches cannot challenge rulings, the call on the field is final


Sideline warnings may lead to penalties or ejections after multiple violations


Sideline Coaches: No more than 5 allowed on the sidelines


Bench or Substitute Players: Must be on the sideline, not behind the offense


Any player not involved in the play must be on the sideline


12. Special Rules:


No Blocking: Shielding, picking, or obstructing defenders is not allowed


Pass Interference:


Face guarding allowed


High school rules apply for interference/contact


Ball Carrier: Considered down when flag is pulled. A defender may leave their feet to make a flag pull


Play Clock:


Offense has 30 seconds to snap the ball from a dead ball


Dead ball = When the whistle blows to end the play


The offense is responsible for retrieving and returning the ball to an official


Delay of game results in a loss of down


Teams may not use a two ball system, players must retrieve the ball after each play and bring it back to the line of scrimmage


Defensive Penalties: Result in a first down at the next marker or at the 1-yard line


Offensive Penalties: Result in a loss of down


Quarterback Time Limit: 4 seconds to throw the ball, unless blitzed


Blitz:


Defense allowed unlimited blitzes per game, including overtime


Sacks are down where spotted, but the ball cannot be placed beyond the 40-yard line


Interceptions:


Play stops immediately. The intercepting team takes over at the 40-yard line


Celebrations:


We encourage team celebrations, please feel free to celebrate during the event


Excessive celebrations will result in a first down or loss of down on the next drive


Unsportsmanlike Conduct: 


Fighting and taunting will NOT be tolerated


Two unsportsmanlike conduct penalties result in ejection from the game


Profanity can be an unsportsmanlike conduct


Fans, coaches, or players can cause a sideline penalty


Fighting or throwing punches results in ejection from both the game and the tournament


Brawl or multiple ejections = Suspension


13. Event Bracket Format:


Seeding:


Based on Day 1 performance


Minimum of 3-4 games per team during the event. (Pool + Tournament)


Seeding Criteria:


Record


Fewest points allowed


Total points scored


Point differential

Appendix: Tournament Rules and Processes Explained


1. Coach Responsibilities:

1.1 Coaches are responsible for knowing and educating players on all rules.

1.2 Sideline maintenance and timely paperwork/payment submission are the coach's responsibility.

1.3 Team rosters must be entered and updated before each event.

1.4 Players must be on the team’s roster for each event to be eligible to play.


2. Starting Each Game:

(2) (C) Clarification. Time announcements at 15, 10, 5 minutes, with consistent updates in the last 2 minutes.


3. Moving the Ball:

(3) (C) Clarification. The QB may not exit the field of play behind the line of scrimmage, if they do it results in a dead ball and loss of down. Section (3)(C)(c) still applies to the QB.

(3) (D) (c) Clarification. Fumbles post-QB exchange result in a dead play; ball spotted where the fumble occurred.


4. Defensive Play Rules:

4.1 Defensive players do not have to look for the ball in the air.

4.2 No physical impeding allowed until the receiver touches the ball.

4.3 Blitz allows sending as many defensive players across the line as desired.


5. Special Rules:

(5) (A) Clarification. Any attempt to block or impede a defensive player results in a loss of down and return to the previous spot.


6. Tie Breaker Rules:

(6) (A) (c) Clarification. Running the ball is not allowed; teams must complete a pass.

(6) (A) (c) Clarification. Furthest completion rule in overtime; interceptions have no value.

(6) (A) Clarification. Pass interference during overtime results in a replay of the down.

(6) (A) Clarification. One point is awarded for an overtime win. If tied at 14 in overtime, the final score is declared 15-14 when a winner is decided.


7. Weather Policy:

7.1 Play through all weather, excluding extreme or unsafe conditions.

7.2 Lightning results in a 30-minute delay; subsequent lightning extends the delay.

7.3 Weather decisions are made by the acting event director.

7.4 Events subject to cancellation, relocation, rescheduling, or early ending due to weather.

7.5 Refunds or discounts due to weather are at the discretion of each event host.


8. Officials:

8.1 Each game has a minimum of 2 referees and 1 Field Manager.

8.2 Referee positions: 1 behind the defense, 1 on the line, and a third (if present) behind the offense.

8.3 Referee positions continued: If there are only two referees, the referee position will be behind the offense and cover sideline, while the second referee covers the middle and opposite sideline.

8.3 Head Referee/Field Judge oversees the 4-second clock behind the offense.

8.4 Referees and Field Managers assist with scorekeeping and time management.

8.5 Line Judges manage the game clock on the line of scrimmage.

8.6 If a 3rd official is present, they serve as the line judge opposite of the official behind the offense, tracking the 30-second play clock.

8.7 Field Managers assist with crowd control and rules discretions.

8.8 Field Managers do not have the authority to overturn Head Referee decisions.

8.9 Field Managers update live scoring in unison with the Head Referee.

8.10 Referees and Field Managers ensure games are on time and flow smoothly.


9. Eligibility

(9) (A) (a) Clarification. The 30 second clock starts immediately after a touchdown, in this time the scoring team must snap the ball if going for two or else it is a delay of game and loss of attempt.

(10) (A) Clarification. Players are not eligible to play in different divisions within the same age group (D1/D2/D3)

(10) Clarification) Age challenges are not allowed, every player has been age verified before the tournament. For any questions, please address the event host AFTER the game/event.


10. Age Rules for Midwest 7v7 Football:

(11) Clarification. Players are eligible to play up or in higher age divisions.

(11) Clarification. Players can be on two teams if they are in different age divisions.

(11) Clarification. Players are not eligible to play down or in lower age divisions.