Showdown Series Rules Explained: 5v5, Boys 7v7 & Girls 7v7
Choose the Right Showdown Rules
Coed/boys and girls 5v5 tournament divisions, NFL FLAG-style framework, 4 downs to midfield, 3 downs to score, 7-second pass clock, rushing from 7 yards, and bracket-play overtime.
One-hand-touch passing format with no flags, no blitzing, throw clocks by division, defensive stop scoring, interception scoring, and bracket-play overtime.
Flag format with one-way field, unlimited rushers from 1 yard, 25-second play clock, defensive stop scoring, and girls-specific equipment rules.
Quick Summary
| Topic | 5v5 Flag | Boys 7v7 | Girls 7v7 |
|---|---|---|---|
| Format | 5v5 flag | 7v7 one-hand touch | 7v7 flag |
| Divisions | 8U, 10U, 12U, 14U (coed/girls) | 8/9U, 10U, 12U/13U, 8th/9th, HS | 5th/6th, 7th/8th, High School |
| Downing method | Flag pull | One-hand touch below neck | Flag pull |
| Field / start | ~25×50 yds; starts at 5-yd line | Plus-40 (plus-30 for 8/9U) | One-way: 35 yds + 10-yd EZ |
| Game length | Two 12-min halves | 22–25 min running clock | 22–25 min running game |
| Play / throw clock | 25-sec play clock; 7-sec pass clock | 30-sec play clock; 4.0s or 3.7s throw clock | 25-sec play clock |
| Downs | 4 to midfield; 3 to score | 3 to reach 20; 4 to score | 3 to reach 20; 4 to score |
| Rushing | From 7 yards (8U+) | No blitzing | Unlimited from 1 yard |
| Scoring extras | Safety 2; INT return 6; conv. INT 2 | Stop=1; INT=3 | Stop=1; INT=3 |
| Overtime | Bracket only; 3-round format | Bracket only; 2 plays from 10 | Bracket only; 2 plays from 10 |
| Key parent check | Mouthguard; no pockets; flag colors | Zorts wristband; mouthpiece | Mouthpiece; flag size & colors |
Showdown Series 5v5 Flag Rules
SD7 uses NFL FLAG rules as a guideline for the 5v5 format, but SD7 staff has final say on all rule interpretations at the event.
Divisions & Field
| Topic | Detail |
|---|---|
| Coed / Boys divisions | 8U, 10U, 12U, 14U |
| Girls divisions | 8U, 10U, 12U, 14U, High School |
| Field size | Approximately 25 yards wide by 50 yards long, including two 7–10 yard end zones |
| Rule authority | NFL FLAG rules serve as the guideline; SD7 staff has final say on all interpretations at the event |
Equipment Checklist
| Item | Requirement |
|---|---|
| Flags | Youth flags with poppers; two flags required |
| Mouthguard | Required on field |
| Ball size | 6U–10U: Pee Wee or bigger | 11U–HS: Junior or bigger |
| Cleats | Required; exposed metal cleats not allowed |
| Jerseys | Must be tucked in if they hang below the belt line |
| Shorts / pants | No pockets; flag belts and flags cannot match the color of shorts or pants |
| Optional protective gear | Secured soft-shell helmet, halo, or sunglasses; prescription glasses allowed without a strap |
| Bring to the field | Flag belt and mouthguard; extras may be available for purchase at the event |
Possession & Downs
| Topic | Rule |
|---|---|
| Coin toss | Winner chooses offense or defense; loser chooses direction; possession flips at the half |
| Drive start | Offense starts at the 5-yard line |
| Before midfield | 4 downs to cross midfield |
| After midfield | 3 downs to score |
| 4th down declaration | Offense must declare whether they will go for it or punt |
| Punt | Possession immediately changes; opponent starts at their 5-yard line |
| Fail to advance | Opponent takes over at the spot where the play ended |
| No-run zones | 5 yards before midfield and 5 yards before the goal line |
Timing & Overtime
| Topic | Rule |
|---|---|
| Game length | Two 12-minute halves, continuous clock |
| Play clock | 25 seconds |
| Timeouts | 2 per game |
| Overtime | Bracket play only; no pool-play overtime |
| 1st OT | Each team gets one play from the 5-yard line: 1 point for conversion; 2 points for attempt from 10 |
| 2nd OT | Attempts from the 10-yard line only |
| 3rd OT | One play each from midfield; team gaining the most yards wins; higher seed chooses first |
Scoring
| Play | Points |
|---|---|
| Touchdown | 6 |
| 1-point try (pass from 5) | 1 |
| 2-point try (run or pass from 10) | 2 |
| Interception return (regulation) | 6 |
| Interception on conversion attempt | 2 |
| Safety | 2 |
Running, Passing & Rushing
- QB runs: the QB cannot directly run across the line of scrimmage.
- No diving or hurdling: not allowed by any player.
- Ball spotting: the ball is spotted where the ball is when the flag is pulled.
- Forward pass: must cross the line of scrimmage unless touched by a defender; one forward pass per play, thrown from behind the line.
- Backward passes: unlimited behind the line of scrimmage.
- Pass clock: 7 seconds; penalty for not releasing applies after the clock expires.
- Intentional grounding: no intentional grounding penalty in the SD7 5v5 rule set.
- QB catching own pass: ruled dead / incomplete.
- Eligible receivers: all players, including the QB after receiving a handoff, pitch, or lateral behind the line.
- Catch requirement: one foot or any body part in bounds with possession.
- Simultaneous possession: awarded to the offense.
- Interceptions: returnable.
- Rushing: allowed beginning at 8U; rusher starts 7 yards off the line of scrimmage.
- After handoff / pitch / lateral behind LOS: all defenders may cross the line immediately.
- Impeding the rusher: the rusher’s path is established pre-snap from the rusher to the QB. Moving offensive players must avoid that path. Stationary offensive players force the rusher to adjust. SD7 officials have final say on impeding calls.
Flag Pulling, Formations & Coaches
- Legal flag pulls may only occur after the ball carrier takes possession.
- Defenders may dive for flags but cannot tackle, hold, or run through the ball carrier.
- No stripping of the ball.
- If a flag falls off while the ball carrier has possession, the runner is down where the flag lands.
- A player with one or no flags who gains possession is down immediately at that spot.
- No intentional flag pulls on players without the ball.
- Flag guarding includes stiff arms, dropping the head, hand, ball, arm, or shoulder toward a defender, or covering flags with a jersey.
- Offense must have a center on the line of scrimmage, with up to four players on the LOS. The QB must be off the LOS.
- Snap must be rapid and continuous between the center’s legs.
- One player in motion at the snap; motion must be parallel or backward.
- Shifts are allowed if players reset for one second before the snap.
- Maximum 2 coaches per sideline. 10U and below: 1 offensive coach allowed on the field, at least 5 yards behind the QB; no defensive coaches on the field.
Mercy, Conduct & Penalty Notes
- Mercy rule: game ends immediately once the score differential reaches 28.
- Unsportsmanlike conduct (defense): +10 yards from the dead-ball spot and automatic first down.
- Unsportsmanlike conduct (offense): −10 yards from the dead-ball spot and loss of down.
- Two unsportsmanlike penalties on any one player or coach leads to disqualification and possible additional discipline.
- Games and halves may not end on a defensive penalty unless the offense declines.
- Penalties are assessed from the line of scrimmage unless a spot foul applies.
- Half-distance enforcement applies when a penalty yardage would exceed half the distance to the goal.
- End-zone spot fouls: defensive — ball placed at the 1-yard line with a first down; offensive — safety awarded.
- Under SD7’s “last man standing” rule, a penalty by the last defender that prevents a score can result in an awarded touchdown.
Showdown Series Boys 7v7 Rules
Boys 7v7 is a passing-focused one-hand-touch format. There are no flags — a defender ends the play by touching the ball carrier with one hand below the neck. No blocking is allowed.
Format & Game Rules
| Rule area | Detail |
|---|---|
| Guaranteed games | Minimum 3 games guaranteed per team |
| Game length | 22–25 minute running clock |
| Play clock | 30 seconds once the ball is back on the QB tee |
| Throw clock | 8U–13U: 4.0 seconds | 8th/9th grade & HS: 3.7 seconds |
| Downing method | One-hand touch below the neck — no flags used |
| Mouthpiece | Required; soft-shell helmet recommended |
| Blocking | Not allowed |
| Blitzing | Not allowed, including in overtime; penalty is 15-yard unsportsmanlike conduct |
| Drive start (8/9U) | Plus-30 yard line |
| Drive start (10U+) | Plus-40 yard line |
| Downs to 20-yard line | 3 downs to reach the 20 |
| Downs to score | 4 downs to score after reaching the 20 |
| Running plays | 8/9U: running allowed except in no-run zones | 10U+: no running plays, QB sneaks, or draws |
| Ball spot | Ball is not automatically reset to the middle after each play; follows hash and outside-hash spot rules |
Scoring
| Play | Points / Result |
|---|---|
| Touchdown | 6; automatic 1-point PAT unless offense declares a 2-point try |
| 2-point try declaration | Team has 10 seconds to declare; no takebacks once declared |
| Defensive stop | 1 point; defense takes possession |
| Interception | 3 points; offense receives ball back at their own 30-yard line |
Fumbles & Sacks
- Fumbles that touch the ground are dead at that spot.
- A fumble during the QB-tee or shotgun-snap exchange may be continued.
- A sack or expired throw clock results in a loss of 5 yards from the previous spot and loss of down.
- If a sack or penalty occurs from the 40-yard line, the yardage is marked off on the next positive gain.
- Face guarding is allowed.
Coaches & Eligibility
- One offensive coach allowed behind the offense; no defensive coaches in the secondary.
- Coach and team-manager wristbands: 3 per team; all must be Zorts eligible.
- All players must have Zorts eligibility confirmed and a liability waiver submitted before the event.
Overtime
Bracket play only; no pool-play overtime. Higher seed chooses offense or defense first.
- Each team gets two plays from the 10-yard line.
- Teams must attempt a 2-point conversion after a touchdown.
- Teams alternate possessions.
- An interception in overtime wins the game for the defense.
Penalty & Conduct Notes
| Penalty | Enforcement |
|---|---|
| Pass interference | 10 yards + automatic first down |
| Blitzing | 15-yard unsportsmanlike conduct penalty |
| Blocking | Loss of down; return to previous spot |
| Delay of game | Loss of down after first delay if used to waste time |
| Unsportsmanlike conduct | 15 yards; possible ejection |
| Fighting / bench clearing / cheating | Disqualification risk |
Showdown Series Girls 7v7 Rules
Girls 7v7 is a flag football format played on a one-way field. Plays are ended by pulling a flag, and unlimited rushers may be sent from 1 yard off the line of scrimmage.
Format & Field
| Topic | Detail |
|---|---|
| Game length | 22–25 minute running game; no halftime |
| Coin toss | Winner chooses to receive or defend |
| Play clock | 25 seconds |
| Field width | 30–40 yards wide |
| Field length | One-way: 35 yards plus one 10-yard end zone |
| Team sideline area | 2 yards from sideline, between the 20-yard markers |
| Roster requirements | 7 players required to start; minimum 5 to continue |
| No kickoffs / punts | No kickoffs or punts in girls 7v7 |
Equipment
| Item | Requirement |
|---|---|
| Jerseys | Must be tucked in; sweats or hoods permitted under the uniform |
| Shorts / pants | No pockets; no torn shorts or sweatpants; must contrast in color with flags |
| Flags | Two flags, one on each side; at least 1.5 inches wide by 14 inches long; may not be altered or taped |
| Mouthpiece | Mandatory |
| Ball size | 5th/6th grade: Junior | 7th/8th grade: Junior | High School: Youth or Intermediate |
Downs, Possession & Ball Rules
- Downs: 3 downs to reach the 20-yard line; 4 downs to score after reaching the 20.
- Passes: only one forward pass per play; unlimited backward passes behind the line.
- Intentional grounding: a forward pass intentionally grounded to avoid a sack is ruled incomplete and the ball returns to the previous spot; a backward pass or lateral intentionally grounded is a fumble, spotted where it lands.
- Snap: taken from the ground; does not need to go between the center’s legs.
- Running: all players except the center are eligible to run; no stiff arm or flag guarding on runs.
- Jumping to avoid a flag pull: allowed; hurdling over a player is not allowed.
- Catch requirement: player must establish control before the ground and have a body part in bounds after gaining possession.
- Fumbles: dead when the ball hits the ground; a fumble caught in the air remains live and may be advanced.
- Ball carrier down: when a flag is removed from the belt — not when it simply falls off.
Rushing & Defense
- Unlimited rushers allowed from 1 yard off the line of scrimmage.
- Rushers must avoid offensive players and cannot make contact with the QB’s arm or follow-through.
- Receivers get a free release; no bump-and-run coverage allowed.
- Defenders may not play through a receiver to get to the ball.
- Interceptions may be returned for a touchdown if returned past the 35-yard line.
Scoring
| Play | Points / Result |
|---|---|
| Touchdown | 6; a pick-six returned past the 35-yard line also counts |
| 2-point conversion attempt | Required after a touchdown in overtime |
| Defensive stop | 1 point for the defense |
| Interception | 3 points; no pool-play overtime |
Overtime
No pool-play overtime. Single-elimination games use overtime. Teams alternate possessions; teams must attempt a 2-point conversion after a touchdown.
- Each team receives two plays from the 10-yard line.
- Teams alternate possessions each overtime period.
Penalty Tables
Offensive Penalties
| Penalty | Enforcement |
|---|---|
| Illegal contact | 10 yards |
| False start | 5 yards |
| Offensive pass interference | 10 yards |
| Illegal forward pass | 5 yards from spot + loss of down |
| Illegal run | 5 yards + loss of down |
| Illegal shift / motion | 5 yards |
| Flag guarding | 10 yards from spot + loss of down |
| Illegal formation | 5 yards |
| Hurdling / diving | 10 yards |
Defensive Penalties
| Penalty | Enforcement |
|---|---|
| Illegal rush | 5 yards |
| Illegal contact | 10 yards |
| Illegal flag pull | 10 yards + automatic first down |
| Roughing the passer | 10 yards + automatic first down |
| Defensive pass interference | 10 yards |
| Defensive holding | 10 yards |
| Encroachment | 5 yards |
| Tackling | 10 yards |
Showdown 5v5 vs Boys 7v7 vs Girls 7v7
| Question | Short Answer |
|---|---|
| Does Showdown use one rulebook for every division? | No. 5v5 flag, boys 7v7, and girls 7v7 each have a separate rulebook. Confirm which applies before the event. |
| Which Showdown formats use flags? | 5v5 flag and girls 7v7 both use flag belts. Boys 7v7 uses one-hand touch — no flags. |
| Which format uses one-hand touch? | Boys 7v7 only. |
| Which formats allow blitzing or rushing? | 5v5 allows rushing from 7 yards (8U+). Girls 7v7 allows unlimited rushers from 1 yard. Boys 7v7 does not allow blitzing. |
| Which format uses 4 downs to score? | Boys 7v7 and girls 7v7 both use 4 downs after crossing the 20. 5v5 uses 3 downs to score after crossing midfield. |
| Which formats have no pool-play overtime? | All three: 5v5, boys 7v7, and girls 7v7 have no pool-play overtime. Overtime is bracket play only. |
| Which format uses Zorts eligibility? | Boys 7v7 explicitly requires Zorts eligibility and wristbands. Confirm Zorts requirements for 5v5 and girls 7v7 with the event. |
What Parents Should Confirm
- Zorts eligibility: confirm the player’s Zorts eligibility is active and the liability waiver is submitted before the event.
- Which format: confirm whether your division follows 5v5, boys 7v7 one-hand-touch, or girls 7v7 flag rules — each has a different rulebook.
- Equipment checklist: review the equipment requirements for your specific format before packing.
- Wristbands: confirm whether wristbands are required to access the field area and how to obtain them.
- First game check-in time: Showdown tournaments typically require early check-in for the first game of the day.
- Field location: verify the specific field complex and field number for your game.
- Parking: check parking instructions for the venue before arriving.
- Bracket overtime rules: pool-play overtime is not used; confirm bracket tiebreaker procedures with the event staff.
- Age / grade cutoff: verify your player is registered in the correct division before the event.
Official Sources
These are the official Showdown Series rule documents. Use these when exact wording matters.
Official tournament rules for all Showdown Series events — theshowdownseries.com/rules
Official 5v5 flag rulebook PDF
Official boys 7v7 rulebook PDF
Official girls 7v7 rulebook PDF
Common Questions
Does Showdown Series have 5v5 and 7v7 rules?
Yes. Showdown Series, also known as SD7, runs three formats: 5v5 flag (coed/boys and girls), boys 7v7 (one-hand touch), and girls 7v7 (flag). Each format has its own rulebook. Confirm which applies to your division before the event.
Are Showdown boys and girls 7v7 rules the same?
No. Boys 7v7 uses one-hand touch below the neck — no flags. Girls 7v7 uses flag pulls on a one-way 35-yard field with unlimited rushers from 1 yard. Downs, rushing, field setup, and equipment requirements differ between the two.
Does Showdown 5v5 follow NFL FLAG rules?
SD7 uses NFL FLAG rules as a guideline for 5v5, but SD7 staff has final say on all rule interpretations during the event.
How many downs do teams get in Showdown 5v5?
In Showdown 5v5, teams get 4 downs to cross midfield, then 3 downs to score after crossing. If the offense fails to advance and doesn't declare a punt, the opponent takes over at the spot.
Can quarterbacks run in Showdown 5v5?
No. The QB cannot directly run across the line of scrimmage in Showdown 5v5. After a handoff, pitch, or lateral behind the line, all defenders may cross and the recipient may run.
Does Showdown boys 7v7 use flags?
No. Showdown boys 7v7 uses one-hand touch below the neck to down the ball carrier. Flag belts are not required or used in the boys 7v7 format.
Can teams blitz in Showdown boys 7v7?
No. Blitzing is not allowed in Showdown boys 7v7, including in overtime. A blitzing penalty is enforced as a 15-yard unsportsmanlike conduct penalty.
What should parents check before a Showdown tournament?
Confirm your player's Zorts eligibility and that the liability waiver is submitted, which format your division uses (5v5, boys 7v7, or girls 7v7), the correct field location and arrival time, wristband requirements, equipment checklist for your format, and bracket overtime rules.