Kingdom Force Football
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Kingdom Force Football

7v7 team program

The premier 7v7 travel program in Canada. Contact us to find out when try-out dates are being held.

  • Our alumni have earned over $500k+ & counting in scholarships
  • Over 35,000Km traveled
  • Compete against the top competition
  • The best coaching & training


As a player or parent hearing of 7v7 for the first time you may have a lot of questions. Well we have the answers. Again we would like to stress that our team is NOT for everybody this is an Elite program with the end goal of receiving a NCAA D1 scholarship. Our aim with this team is to put yourself or your child in the best position to attain that goal.

01. Why should I play 7v7?

Play against highest level of competition TOP Regional NCAA D-1prospects – see where you are relative to top athletes in your grade and position. You can read about how important 7v7 has become to NCAA recruiters HERE. The rules of 7v7 can be found right HERE.

02. What if I want to play with my friends on a community football team?

You can. We do not recommend it for a host of reasons but you are more than welcome to play with your community football team. Just know that 0 NCAA scouts attended a community football game in Ontario last summer and if they did they violated NCAA recruiting rules.

03. How much does it cost?

We believe that we created an unprecedented opportunity for student-athlete football players in Ontario. While most advanced level travel teams can cost upwards of $4000 to $5000, we have managed to put together a comprehensive program for elite high school football players that is absolutely cost effective for parents and players. Our team fee covers field time, instruction, coaching, uniforms, tournament fees, travel, accommodation expenses, and administrative costs. The only additional cost players will have will be breakfast, and lunch for tournament days, and we are working on getting those covered as well.

04. What if I can’t afford the fee?

Financial Aid – The KF Football Academy provides every student-athlete the opportunity to play. Financial Aid is available on an individualized basis. All information will be strictly confidential. We also work with partners in the community including Their Opportunity and the Canadian Tire JUMPSTART program. Please contact dan@kfsports.ca for more information.

05. Will there be Tryouts?

Of Course! Tryouts will take place at Pickering Indoor Soccer Dome in Pickering on Saturday, December 10 from 4PM-6PM.

06. How is the team selected?

The KF Football Academy determines who will be on the team roster based on a combination of the results of the tryouts and a pre-evaluation by the coaches. All players that are invited to be on the team shall be notified within 10 days of the tryout. Some players may not be initially invited, but may be offered a second workout. Players who are not selected to the International/Select Travel Teams may still be asked to be part of the KF Football Academy program. This includes: training, participation in local tournaments, and open invitations to train and play with other regional organizations with our International/Select teams. Throughout the course of the season roster spots become vacant and additional players are asked to participate.

07. How long is the season and where are we going?

The season begins with our first practice in early January, playing games in our league through February and March. Our season runs through July. This allows for ample recovery time and weightlifting work for the high school season. We are slated to compete in multiple international 7v7 tournaments, including:

April 2016 – Lancaster, PA (IMG QUALIFIER)
May 2016 – Detroit, MI (IMG QUALIFIER)
June 2016 - Bradenton, FL (IMG 7v7 National Championships) we must qualify for this

Also we are planning D1 campus visits in late June and July, so parents your kids will be busy this summer.

1. Field Dimensions/Specs
  • 40 yards in length – 40, 25 & 10 are the first down lines
  • Between 145’ - 160’ in width
  • 10 yards deep in End Zone
  • Field hash marks are of high school dimensions
2. Team Members
  • Players: Each team has a maximum of 24 players. Players will not be accepted into the event as individuals. All players must be a part of a team. Teams are not required to utilize an offensive center. If utilizing one, the offensive center is not an eligible receiver. 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. Boy's Only Age Requirements All players must be under the age of 19 Seniors who have graduated from high school may only play until July 31 of the season directly following high school graduation. Seniors who graduated and have started college are not eligible.
  • Coaches: Each team has a maximum of 4 coaches. Coaches will be allowed on the sidelines only during games. One offensive coach may be in the huddle with players between plays but when the huddle breaks the coach must move outside the hash on the side of his team bench so as to not interfere with the operation of the official or game play. Defensive coaches are not allowed on the field at any time.
3. Officials
  • Each game will have a minimum of two (2) officials. Positions are Referee/Field Judge and Back Judge.
  • Each game needs to have a scorekeeper/timekeeper.
  • 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.
4. Game Times
  • Teams must be onsite and ready to start on time. If a team is late or cannot start on time, the game clock will begin and whatever time is left on the clock will be where the game starts. The team that is late will begin on defense. If a team is late by 10 minutes or more they will forfeit the game.
  • Games are played with an eighteen (18) minute running clock. After the initial 18 minutes, 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, otherwise the clock will stop. Sacks in the last two minutes stop the clock as well
  • 1 timeout per team (30 sec) – during tournament bracket play only
  • Overtime: (During tournament bracket play only)
    • If overtime is required, teams will alternate three (3) plays from the ten-yard line. Each team has an attempt to score in each overtime period.
    • Starting with the 3rd and subsequent overtimes, all PAT’s must be 2 point attempts from the 10 yard line.
    • Overtime periods are not timed.
    • Each team is awarded one timeout during overtime period.
5. Scoring
  • Six (6) points for a touchdown
  • One (1) point for a PAT from 3 yard line
  • Two (2) points for a PAT from 10 yard line
  • Two (2) Points for Defensive Stop on downs
  • Three (3) Points for Interception (no runbacks or “pick 6” for safety reasons)
  • Turnover on a PAT is dead ball (including INT)
  • Official scores will be kept by field referee and sideline scorekeeper.
6. Penalties
  • Offense:
  • Off-sides = Loss of Down
  • Delay of Game = Loss of Down
  • 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
  • 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.
  • 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.
  • 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.
  • Defense:
  • Off-sides = 5-yard penalty
  • Defensive Holding = 5-yard penalty
  • Defensive Pass Interference will be a spot foul (1st down at the spot).
  • If Defensive Pass Interference occurs in the end zone, it will result in a 1st down at the 1-yard line.
  • 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.
  • 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).
7. Turnovers/Deadballs
  • 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).
  • 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.
  • 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.
  • 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.
  • 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.
8. Appeals
  • If during game play a coach or player disagrees with an official’s call, they may not dispute that call with the official at that time.
  • 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.
9. Additional Game Format Rules
  • Pool Play – Team sides must be chosen prior to opening possession.
  • Bracket Play - Higher seed gets choice of offense/defense for opening possession
  • Ball always placed on the right hash mark when at the 40-yard line. Offense has choice of hash once off of the 40-yard line.
  • No kicking or punting
  • No passer may run with the ball.
  • All passes must be thrown forward. A pass caught behind the line of scrimmage must be advanced by that receiver past the line of scrimmage in the final 2:00 minutes or the clock stops. The only laterals that will be allowed will be laterals that occur after the completion of a forward pass.
  • Hand offs in the backfield are not allowed.
  • All offensive formations must be legal sets. Receivers’ alignment should respect the tackle box.
  • No blocking.
  • No taunting or "trash talking." (See Code of Conduct for penalty).
  • Fighting: All players must abide by the NFA 7v7 Code of Conduct. See Code of Conduct for more detail.
10. Tiebreakers
  • If two teams are tied at the end of pool play, the tiebreaker is head-to-head records.
  • If three or more teams are tied at the end of pool play, the following criteria will be used to determine winners:
    • Head-to-head records
    • Points allowed
    • Points scored
    • Coin flip
Kingdom Force Football