Player Rules

In order to participate in games, every player must:

  • Be properly certified in registration with Zorts, at the appropriate age for their division (age as of January 1, 2026 applies to each division all season — no exceptions).
  • Players and coaches must wear dedicated wristbands provided by tournament staff at check-in.
  • Sign Participation Waiver.
  • Sign Code of Conduct.
  • Play for the same team for the entirety of the event, playing on a different team in either the same or different age group, even from the same program, results in automatic disqualification for both the initial team the player was on and the team they switched to.
  • Wear a mouthguard during the game (not required for quarterbacks).
  • Wear soft shell headgear (not required for quarterbacks).
  • Headgear must have at least a 4 rating by Virginia Tech Helmet Labs and include a fully functional retention system or chin strap.
  • Headgear must provide full head coverage with no hard or metal component parts, and be unable to cause harm to others.
  • Players must be grade classification of a Junior or below of the current school year. No Seniors allowed.
  • Concussion Protocol: Medical assessment will be conducted by the Athletic Trainers assigned to the event. Field concussion protocol will be used to establish which course of action will need to be taken. In the event that medical transport is needed, event protocol will be followed in contacting 9-1-1. Concussion Protocol prohibits an athlete from returning to play if transported to hospital. Upon return, athlete must present hospital discharge and restriction paperwork to the coach and event medical staff. If athlete is NOT cleared to participate, the athlete WILL NOT PLAY UNDER ANY CIRCUMSTANCE.

Team Rules

  • Maximum of 30 players per team, no more than 30 wristbands for players per team can be issued.
  • Players must participate in mandatory wristband and equipment gear checks (mouthguard & headgear strapped) before every game.
  • All teams must provide their own footballs and adhere to the standard football sizing chart for their age group:
    • PeeWee - Size 5 (8U and below)
    • Junior - Size 6 (8U - 12U)
    • Youth/Intermediate - Size 7 (12U - 14U)
    • High School - Size 9 (14U and up)
  • Maximum of 4 coaches per team, with sideline access only during games, no more than 4 wristbands for coaches per team can be issued.
  • Coaches and players must be 4 yards back from boundary lines to allow space for officials to move.
  • One offensive coach may be in the huddle between plays.
  • NO OFFENSIVE PLAYERS BEHIND THE QUARTERBACK! (First infraction is a warning, second infraction will result in a Delay of Game penalty for offense.)
  • NO BLITZING AT THE 40 YARD LINE ALLOWED. IF A DEFENSE BLITZES, THIS WILL BE DEEMED AN ILLEGAL BLITZ AND AN AUTOMATIC 1st DOWN AND FIFTEEN (15) YARDS FOR OFFENSE and FORFEIT THEIR ONE BLITZ.
  • No defensive coach may be on the field at any time.
  • When Team A offense reaches the 10-yard line, both Team A defense and Team B offense may move behind the 40-yard line to begin preparing for their next possession.
  • Every team must check in with the Field Monitor prior to their scheduled game. Late teams will play with the remaining time (not to exceed 10 minutes) or may forfeit at tournament staff discretion.
  • If a team is late to the field for reasons not related to tournament or field delays, the on-time team will automatically receive the choice of offense or defense. This will be strictly enforced during pool play.

Game Rules

Event Format:

  • Every team will complete three games of pool play before single-elimination playoff games.
  • For each of the pool play games, visitor team will call the coin toss for possession.
  • For each playoff game, the higher-seeded team decides who has possession first.

Referees & Field Monitors:

  • Every game will be officiated by a minimum of two referees, with one referee responsible for keeping the official game time and score, and the other tracking the score and monitoring the quarterback's 4.00 seconds time to throw using a handheld timer/digital stopwatch.
  • Referees are responsible for making decisions, enforcing rules on each play, and announcing score changes. They also take charge of tracking runs and blitzes. Field monitors maintain order, ensure the proper time flow of the game, address disputes on rulings after pool play games, and intervene in any rule discrepancies during playoff games.

First Downs:

  • Offense will start on the 40-yard line on the right hash. First downs will be at the 25-yard line and 10-yard line. Teams will have three (3) downs for line to gain and goal line.
  • All snaps at the 40-yard line must be taken off the QB-Tee (no shotgun) or directly from the center if a QB-Tee is not available. All snaps must originate from the ground in a continuous motion. Once the offense gains one (1) yard or more, the passer may operate from shotgun with a center snapping the ball.
  • A bad or muffed snap at the 40-yard line is not a fumble. The passer is permitted to cleanly pick up the ball and throw a legal forward pass within the four (4.00) second count. No run plays are permitted at the 40-yard line.

Scoring:

  • 6 points for offensive touchdown (no defensive touchdown).
  • 1 point for PAT conversion from the 5-yard line.
  • 2 points for PAT conversion from the 10-yard line.
  • 2 points for a Safety.
  • 2 points for a Defensive stop.
  • 3 points for a Defensive interception + ball on the 30-yard line.
    • No runbacks or “pick six".
  • 0 points for a defensive interception on PAT attempt.

Timing:

  • Every game is 25 minutes long with a running clock that can only be stopped by order from the field monitor.
  • Each offense has 25 seconds to snap the ball on every play. The play clock begins immediately when the referee declares the ball ready for play and is not subject to delay by the offense. Failure to snap the ball within 25 seconds results in an immediate delay of game penalty.
  • Quarterback has 4.00 seconds to throw a forward pass, hand off the ball, or lateral to a running player unless the defense blitzes, in which case the quarterback can throw at any time.
  • The 4.00-seconds time window is tracked by the referee and digital stopwatch. If the quarterback still has possession of the ball after the 4.00-second mark, the play is declared dead, and the referees will blow a delayed whistle, regardless of the result of the play.
  • In playoffs, each team gets one 30-second timeout per game.
  • If a timeout is called after a touchdown, the PAT will be an untimed down and will start on the snap of the next offensive possession.
  • If time expires when a touchdown is scored, the offense is permitted to have a PAT chance.
  • The 28-point mercy rule will be implemented during Sunday bracket play.

Inadvertent Whistle:

  • Any inadvertent whistle results in a dead ball. The impacted team will have a choice of replaying the down or taking the result of the play of the inadvertent whistle.
  • If an inadvertent whistle occurs under 2 minutes in playoff games, the clock stops until a decision has been made by the offense and will start at the ready whistle.
  • If an inadvertent whistle occurs at the end of regulation, the offense will have a choice of replaying the down or taking the result of the play of the inadvertent whistle.
  • If an inadvertent whistle occurs on any play of overtime, the offense will have a choice of replaying the down or taking the result of the play of the inadvertent whistle.

Ties:

  • There is no overtime in pool play games. If the score is tied at the end of regulation, the game will end in a tie for both teams.
  • If the score is tied at the end of regulation in playoff games, overtime will be played.
  • There are no timeouts in overtime. Unused regulation timeouts do not carry over.
  • In overtime, there is no running and no blitzing. All plays must be passing plays.
  • Offensive scoring will remain the same as regulation. Interceptions will immediately end the game and will be awarded three (3) points. No points will be awarded for defensive stops.
  • For playoff overtime, the coin toss will be called by the higher seed. The coin toss winner will choose whether to play offense or defense first. Possessions will alternate thereafter.
  • Overtime will be played using an Extra Point Shootout format. Each team will receive one (1) offensive possession per overtime round, with alternating possessions.
  • In the first overtime, teams may choose to attempt a one-point conversion from the 5-yard line or a two-point conversion from the 10-yard line. If a coach does not immediately declare their choice, the ball will be placed on the 5-yard line for a one-point attempt, and once the yard-line decision is declared or administratively assigned, it cannot be changed.
  • In the second overtime, all attempts must be two-point conversions from the 10-yard line.
  • If the game remains tied after the second overtime, the game will be decided by most positive yards gained from the 40-yard line.
  • In the third overtime, each team will receive one (1) offensive play from the 40-yard line with alternating possessions.
  • The team with the most positive yards will be declared the winner and will add one (1) point to the final score. Interceptions will immediately end the game and will be awarded three (3) points. No points will be awarded for defensive stops.
  • Any play resulting in negative yardage or a loss-of-down penalty will be recorded as zero (0) positive yards.
  • If there is no completion, or if the deepest completion is equal, the tiebreaker will be repeated using alternating possessions until a clear winner is determined.

Offense:

  • All offensive formations must be legal sets — at least two receivers on the line of scrimmage for every snap with proper alignment on and off the ball.
  • The offense is allowed one running play per game, tracked by the referees. Any offensive player except the quarterback can run.
  • Safeties will be enforced for any plays that have the final result of the play being behind the 40-yard line.
  • If the offense runs after already using their one run, Illegal advancement, it is a loss of down.
  • All passes must be thrown forward by the quarterback. If the quarterback throws laterally to a receiver, it counts as a run play.
  • A forward pass on a jet sweep behind the line of scrimmage is not a run play. It will be considered a run play if the QB hands off to the player in motion on jet sweep.
  • If a team blitzes, there will be NO 4.00-second count. The QB can scramble but cannot run past the original line of scrimmage.
  • Reception occurs when an offensive player possesses the ball with at least one step inbounds.
  • Snaps must be performed by a player; coaches are not allowed to initiate play.
  • A muffed snap/bad snap by the QB prior to throwing a pass is not a fumble. The QB may field the snap cleanly. The quarterback has all 4.00 seconds to attempt a pass, hand off the ball, or lateral to a running player unless being blitzed.
  • The first person to control the football off the QB-Tee or center is the QB. The QB is never eligible to run. The 2nd player to possess the ball is the runner and is not allowed to throw any forward passes.
  • If an offensive player fumbles the ball, the play is blown dead where the ball is fumbled.
  • No blocking is permitted, resulting in offensive holding penalties and loss of down.
  • Laterals are not permitted after the initial exchange from quarterback to running back/receiver.
  • All offensive player substitutions must take place behind the line of scrimmage.
  • Offense is responsible for retrieving and returning the ball to the previous scrimmage spot or new scrimmage spot. Any deliberate attempt by the offense to impede the spot results in a delay of game penalty.
  • If utilizing a center to snap the ball, players must snap in one continuous motion from the ground.

Defense:

  • It is the defense’s responsibility to avoid contact.
  • 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 unsportsmanlike penalty is given to the interception team, they will be penalized 10 yards + loss of down.
  • Interceptions cannot be run back or result in a “pick six".
  • Defensive players are allowed initial disruptive contact/jam against offensive players at the line of scrimmage. Prolonged or excessive contact will result in a penalty.
  • An offensive receiver/ball carrier is considered down when a defensive player contacts the player with at least one hand below the neck and above the ankles.
  • The defense is allowed one blitz per game, tracked by the referees. The defense can blitz as many players as they want.
  • NO BLITZING AT THE 40 YARD LINE ALLOWED. IF A DEFENSE BLITZES, THIS WILL BE DEEMED AN ILLEGAL BLITZ AND AN AUTOMATIC 1st DOWN AND TEN (10) YARDS FOR OFFENSE and FORFEIT THEIR ONE BLITZ.
  • Defensive players cannot cross the line on a run play until the quarterback hands the ball off or laterals to the RB/WR.
  • If there is an offensive penalty on the play that the blitz is used, the defense is awarded their blitz back.
  • If the defense blitzes after already using their one blitz, it is treated as a live ball foul. The defense will be assessed a 10-yard penalty and an automatic first down awarded to the offense.

Celebration:

  • Players are permitted and encouraged to celebrate with teammates and coaches between plays and after the game has ended.
  • Excessive celebration is prohibited directly in front of opposing players, coaches, or spectators. Actions involving taunting and disrespect will incur a 15-yard penalty for the 1st personal foul. A 2nd personal foul will lead to ejection and disqualification from the entire tournament. Any 3rd personal foul by a player from the same team will result in the entire team being disqualified from the tournament.
  • No kicking, punting, or throwing the ball or any act similar will be permitted. Actions will incur a 15-yard penalty for the 1st personal foul. A 2nd personal foul will lead to ejection and disqualification from the entire tournament. Any 3rd personal foul by a player from the same team will result in the entire team being disqualified from the tournament.
  • Only the highest standards of sportsmanship and conduct are expected of players, coaches, and others involved in the game. There is no place for unfair tactics, unsportsmanlike conduct, or actions deliberately designed to inflict harm.

Penalites

Offensive Penalties

Offense Assessed Result
False Start/Offside No Yardage Loss of Down
Illegal Motion/Shift No Yardage Loss of Down
Delay of Game No Yardage Loss of Down
Illegal Formation No Yardage Loss of Down
llegal Forward Pass (Beyond Line Of Scrimmage) No Yardage Loss of Down
Offensive Pass Interference 10 Yards Loss of Down
Intentional Grounding 10 Yards Loss of Down
Illegal Contact (Offense) 10 Yards Loss of Down
Unsportsmanlike Conduct 10 Yards Loss of Down
2nd Unsportsmanlike (Same Player) ---- Player Ejected


Defense Penalties

Defense Assessed Result
Offside No Yardage Auto 1st Down
Delay of Game No Yardage Auto 1st Down
Illegal Blitz 10 Yards Auto 1st Down
Illegal Contact / Holding 10 Yards Auto 1st Down
Defensive Pass Interference 10 Yards Auto 1st Down
Unsportsmanlike Conduct 10 Yards Auto 1st Down
2nd Unsportsmanlike (Same Player) --- Player Ejected



What Qualifies as a Personal Foul:

  • Excessive force, such as shoving, pushing or striking a blow on an opposing player
  • Defensive player diving at an offensive player
  • Unnecessary or avoidable contact with another player
  • Directly taunting an opposing player, coach or spectator — some trash talk is OK, but keep it clean!
  • Excessive celebration after any play — anything that disrupts flow of game and instigates opposing players or coaches
  • Kicking or punting the ball (unless done with intent to give to referee or field monitor)
  • Tackling or running into a receiver when a forward pass obviously is underthrown or overthrown is disregarding the ball and is illegal
  • Coaches that need to have conversations with officials about specific rulings within the game must do so from the Team Area. Coaches are encouraged not to enter the field of play or leave the Team Area to debate officiating decisions, and those that do so will have committed an automatic Unsportsmanlike Conduct Foul

Appeals/Roster Request:

  • Appeals are not permitted during pool play games, all questions and interpretations may be brought up to a field monitor for any explanation needed
  • In playoffs, teams must use their timeout to appeal a rule interpretation or penalty enforcement. If the appeal is successful, then timeout will be rewarded back. If the appeal is not successful, then the timeout will not be rewarded back
  • In playoffs, field monitor can stop clock in game and discuss referees’ ruling with them at their discretion
  • All appeals and roster protests must come from coaches, not players
  • Requests for roster protests are allowed at any time. Coaches must notify officials and the field monitor before or during the game. Coaches are limited to protesting 1-3 players. The game will continue without interruption as tournament staff officials review the rosters. If the protest is successful, the opposing team will forfeit the game with a score of 28-0. If the protest is unsuccessful, the game will be recorded as is. Roster protests requested after the game will not be permitted
  • Shock Doctor Legends Showcase does not utilize instant replay or video review in any capacity. Under no circumstances will video footage, livestreams, photographs, or recordings from coaches, players, spectators, or third parties be reviewed or used to overturn or modify a ruling made on the field. All judgment calls, including pass interference, catch or no catch determinations, out of bounds rulings, spot of the ball, and timing decisions, are final and not subject to protest or appeal. Officials make decisions in real time and while every effort is made to ensure accuracy, those rulings will stand as called. Regardless of the nature of any call, Shock Doctor Legends Showcase is not responsible for refunds, reversals of game results, or compensation related to officiating decisions. Appeals are limited strictly to misapplication of a written rule and must follow the formal challenge procedure.

Event Conduct:

  • No fighting will be tolerated. Any player who initiates a fight where a punch is thrown with an open or closed hand will be immediately ejected from the tournament
  • No players are to leave the sideline and enter the field if a fight breaks out during a game. Those players will be immediately ejected from the current game and subject to ejection from the tournament
  • Parents and fans are to remain away from the bench area of teams. Any parent who instigates a fight with an opposing player or coach will be removed from the event and team may be subject to ejection from event. Sidelines are to remain clear of any non-banded personnel
  • Any parent or fan entering the field of play during a game for any reason (except injury) will be immediately ejected from the event and the team may be ejected from the tournament