MF7L — Milestone Football Sevens League

Official Rule Book

Version 1.0

Milestone Football Sevens League

Why This Works

The quarterback run rule is one of the most distinctive ideas in the book. If the defense stays back, they force the QB to win with his arm. If the defense blitzes, they risk the QB escaping for a run. The offense has to decide the best moment to use its one QB run during the drive. Defenses have to disguise pressure and choose their blitzes carefully.

That interaction creates meaningful strategy without changing the passing-focused identity of 7-on-7 football.

Section 1

Game Format

  • 7 players on offense.
  • 7 players on defense.
  • No offensive or defensive linemen.
  • Games consist of two 20-minute halves with a running clock.
  • Halftime: 5 minutes.
  • Each team receives two timeouts per half.
Section 2

Field

  • Standard football field.
  • Zone first downs.
  • Ball starts at the offense's own 40-yard line.
  • First down markers: Opponent 40, Opponent 20, Goal line.
Section 3

Offensive Rules

Passing

  • All plays begin with a legal snap.
  • The quarterback has 4 seconds to throw if the defense does not blitz.
  • There are no designed quarterback runs.

Quarterback Run Rule

  • The quarterback may run only once per offensive drive.
  • A drive begins when the offense gains possession and ends with: Touchdown, Turnover, Turnover on downs, or End of half.
  • Once the quarterback uses the single run, all remaining plays on that drive must be passes.
Section 4

Blitz Rule — MF7L Signature Rule

  • This is the league's signature feature.
  • The defense may declare a blitz before the snap.

If the defense blitzes:

  • The quarterback may leave the pocket immediately.
  • The quarterback may scramble.
  • The quarterback may use their one allowed run for the drive.
  • If the QB has already used that run earlier in the drive, they must still throw the ball.

If the defense does not blitz:

  • The quarterback cannot cross the line of scrimmage.
  • The quarterback has 4 seconds to release the football.

This creates a true chess match between offenses and defenses.

Section 5

Blitz Restrictions

  • Maximum of two blitzers.
  • Blitzers must begin at least 5 yards from the line of scrimmage.
  • No delayed blitzes after the 4-second count unless declared as part of the play.
  • Illegal blitzes result in a 5-yard penalty and an automatic first down.
Section 6

Receiver Rules

  • One foot in bounds is a completed catch.
  • No offensive pass interference.
  • Illegal picks are prohibited.
Section 7

Defensive Rules

  • Press coverage allowed within the first 5 yards.
  • No holding.
  • No unnecessary roughness.
  • No tackling below the waist.
  • Interceptions may be returned unless your league chooses to spot the ball at the return's end.
Section 8

Scoring

  • Touchdown: 6 points.
  • 1-point conversion.
  • 2-point conversion.
  • 3-point conversion from a longer distance.
Section 9

Defensive Scoring Bonus

To reward great defense:

  • Interception: +2 points.
  • Sack on a blitz: +1 point.
  • Fourth-down stop: +1 point.
Section 10

Play Clock

  • 20-second play clock.
  • Delay of game: 5-yard penalty.
Section 11

Overtime

  • Each team receives one possession from the opponent's 25-yard line.
  • If still tied, alternate 2-point conversion attempts until a winner is determined.
Section 12

Sportsmanship

Automatic ejection for:

  • Fighting.
  • Throwing punches.
  • Targeting.
  • Abuse of officials.
  • Unsportsmanlike conduct after a warning.
MF7L — Milestone Football Sevens League

Milestone Football Sevens League · MF7L

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