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Soccer Shootout · Seven-a-side

7 a Side
Rulebook

The game, from the first whistle to the final shootout. A practical guide for players, coaches, referees and game-day staff.

7 playersSix field players + goalkeeper
22 + 22Minutes of game time
5 minutesHalftime

The game at a glance

In 7v7, each team plays with six field players and one goalkeeper; U6 and U8 play 5v5. Each 7v7 field is 40 yards wide by 53 1/3 yards long. Games have two 22-minute halves and a five-minute halftime. Regular-season games may end tied. Playoff games must produce a winner.

01

Two fields. One site.

Two fields on one football field

100 yards between football goal lines. Each soccer field runs across the football field’s 53 1/3-yard width.

Field A40 yd wide × 53 1/3 yd long
Field B40 yd wide × 53 1/3 yd long
Field A and Field B, each longer than wide, with Soccer Shootout crests at midfieldTwo 40-yard-wide by 53 1/3-yard-long fields shown to scale, with touchlines, goal lines, halfway lines, six-yard center circles, penalty areas and spots, goals, corner arcs and shootout spots. A ten-yard corridor separates the fields, with five-yard reserves outside them.5 yd reserve10 yd corridor5 yd reserve

5 yd reserve + 40 yd Field A + 10 yd corridor + 40 yd Field B + 5 yd reserve

Keep at least 3 yards clear outside every soccer boundary, with additional space behind goals. Football end zones are outside this layout.

1.1 Mark the field bands

From one football goal line, mark Field A at yards 5 through 45 and Field B at yards 55 through 95. The football end zones are outside this 100-yard layout.

1.2 Place the goals

Center each soccer goal on an original football sideline, inside its field band. The two soccer sidelines for each field follow the boundaries of that band.

1.3 Keep space clear

Reserve at least 3 yards of unobstructed space outside every soccer boundary, including beyond the original football sidelines. Allow additional room behind goals for nets and safe clearance. The 100-yard rectangle alone does not provide that outside-goal space.

1.4 Control the corridor

Use the middle corridor for staff and team areas, with benches at least 3 yards from play and a clear walking route. Keep spectators outside the field bands and all runoff space. Staff stop play if a ball or person enters the other game.

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02

Field markings

Goals
18 feet wide × 6 feet high (6 yards × 2 yards). Secure goals before play.
Penalty area
18 yards wide × 9 yards deep, centered on each goal.
Penalty spot
9 yards from the goal line, centered on the goal.
Center circle
6-yard radius. Mark the center spot.
Shootout marks
Centered, 6 yards into each attacking half; 20 2/3 yards from the target goal.
Corner arcs
1-yard radius at all four corners.

1.5 Lines and goals

Use contrasting soccer lines about 4 inches wide. Lines belong to the areas they mark. Existing football lines do not define soccer boundaries. Use matching goals with nets on both fields; do not use unanchored goals.

1.6 Substitution zone

Mark a 6-yard zone centered on each team sideline at midfield. All rolling substitutions enter and leave through this zone.

1.7 Ball size and format

Use a standard outdoor soccer ball: size 3 for U6, size 4 for U8 through U12, and size 5 for U13 and older. U6 and U8 play 5v5 on a quarter of the 7v7 field, five players a side, under the same rules. U10 and older play 7v7 as written in this rulebook. Use the manufacturer's inflation range. The referee approves and replaces a damaged ball.

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03

Players & uniforms

2.1 Team size

A 7v7 team has seven players on the field, including one goalkeeper, and needs seven eligible players to start. A 5v5 team has five on the field and needs five to start. A 7v7 game stops if a team falls below four players, including a goalkeeper; the league determines the result under Rule 11.3.

2.2 Roster

Submit the game roster at least 15 minutes before kickoff. A maximum of 20 eligible players may dress. Only rostered players may participate. Late arrivals check in with the referee before entering. No player may play for both teams in one game.

2.3 Rolling substitutions

Substitutions and reentry are unlimited. A substitute waits in the substitution zone until the outgoing player has fully left the field. Entry and exit use the same team zone. The substitute must not interfere with play while waiting. There may never be eight teammates on the field.

2.4 Goalkeeper changes

Notify the referee and wait for a stoppage before exchanging the goalkeeper. The replacement must wear a clearly different jersey. A goalkeeper may also play as a field player.

2.5 Extra players

For interference by an extra player, stop play, remove that person, and award a direct free kick where the interference occurred, or a penalty kick if inside that team's penalty area. If there is no interference, remove the extra player at the next safe stoppage and retain the scheduled restart. Discipline misconduct as appropriate.

3.1 Uniform

Wear a team jersey with a unique number, shorts, socks, shin guards covered by the socks, and safe soccer footwear suitable for the surface. Goalkeepers must be distinguishable from both teams and the referee. For a color conflict, the designated home team changes color by turning reversible jerseys to the other side or wearing alternate jerseys.

3.2 Equipment check

Remove jewelry; covering it with tape is not a substitute for removal. The referee checks protective gear and eyewear for safety. Casts and splints must be padded and approved by the referee before play. A player with unsafe or incomplete equipment leaves until corrected and returns with permission.

3.3 Team areas

Only rostered substitutes and authorized staff may occupy team areas. Coaches stay in their assigned area and enter the field only with the referee's permission.

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04

Time & results

4.1 Official time

The referee keeps the official clock. The clock does not stop, including for injuries, substitutions, goals, unsafe conditions, and discipline. The referee may add time at the end of a half for time lost. If lightning or another hazard suspends the game, Rule 11.3 applies. There are no team timeouts.

4.2 End of a half

A half ends at the referee's signal when time expires. The half may also be extended to complete a penalty kick or accumulated-foul shootout already awarded. During that extension, no other players may join a rebound play; a penalty kick ends when it is saved, goes out, or stops moving. A shootout retains its five-second limit.

4.3 Changing ends

Teams change ends at halftime. The team that did not take the opening kickoff takes the second-half kickoff.

4.4 Scoring

A goal counts when the entire ball crosses the goal line between the posts and under the crossbar, with no attacking violation. A goal must cross before the end-of-half or shootout signal. The referee decides whether it crossed in time.

4.5 Regular season

The team with more goals wins. Equal scores are recorded as a tie. No overtime and no tiebreaker are played. Standings points: 3 for a win, 1 for a tie, and 0 for a loss.

4.6 Playoffs

If the score is tied after the second half, go directly to the five-second running shootout in The five-second shootout section. No overtime is played. Record the regulation score and shootout winner separately; shootout goals are not added to player game-goal totals.

4.7 Scheduling

Reserve at least 60 minutes per regular-season field slot. Allow additional time for playoff shootouts; sudden-death rounds have no fixed maximum. Added time and safety stoppages may also delay the schedule.

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05

Restarting play

5.1 Kickoff

A coin-toss winner chooses an end or the opening kickoff; the opponent receives the other choice. Place the ball at the center spot. All players except the kicker remain in their own half; opponents stay 6 yards away. On the referee's signal, the ball is in play when kicked and clearly moving in any direction. After a goal, the conceding team kicks off. A goal cannot be scored directly from a kickoff. If the kickoff goes directly into the opponent's goal, award a goal kick to the opponent. If it goes directly into the kicker's own goal, award a corner kick to the opponent.

5.2 Kick-in

When the whole ball crosses a sideline, the opponent of the last team to touch it takes a kick-in where it went out. The ball is stationary on the sideline. Opponents stay 5 yards away. Once the ball is set, the kicker has 5 seconds to kick, counted by the referee. Otherwise, the kick-in goes to the other team. An improper kick-in also goes to the other team. A kick-in cannot score directly. Award a goal kick if it enters the opponent's goal or a corner kick if it enters the kicker's own goal. The kicker may not touch the ball again until another player does.

5.3 Goal kick

When the attacking team last touches a ball that fully crosses the defending goal line without a goal, the defending team takes a goal kick. Any defender may kick a stationary ball from anywhere in the penalty area. Opponents stay outside the area until the ball is kicked and clearly moves. Retake if an opponent enters early and interferes. A goal kick may score directly against the opponent.

5.4 Corner kick

When a defender last touches the ball before it fully crosses that team's goal line without a goal, award a corner kick. Kick a stationary ball from the nearest 1-yard corner arc. Opponents stay 6 yards away. A corner may score directly against the opponent.

5.5 Free kicks

Take a stationary ball from the violation location unless a specific rule says otherwise. Opponents stay 6 yards away; for kicks inside the attacking penalty area they may stand on their goal line between the posts. A direct free kick may score directly. An indirect free kick must touch another player before a goal counts. A free kick directly into the kicker's own goal results in a corner.

5.6 Second touch and delay

For a kickoff, free kick, goal kick, corner, or kick-in, the taker may not play the ball again until another player touches it; award an indirect free kick for a second touch, or the appropriate handball penalty. For indirect kicks inside a defending penalty area, place the ball at the nearest point on its front boundary. Penalize deliberate delay with a caution; other than the kick-in's five seconds, restarts have no time limit.

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06

Keepers & live play

6.1 Goalkeeper handling

The goalkeeper may handle the ball only inside that goalkeeper's own penalty area. Outside the area, normal handball rules apply. The area boundary counts as inside; judge the location of the ball, not the goalkeeper's feet.

6.2 Release of possession

After gaining control with the hands, the goalkeeper has 6 seconds to release the ball by a roll, throw, or placing it down and kicking it. No punts or drop kicks are allowed. Opponents may not challenge a ball held by the goalkeeper or block the release. A goalkeeper release by hand cannot score directly in the opponent's goal; award a goal kick.

6.3 Handling restrictions

The goalkeeper may not handle a ball deliberately kicked to that goalkeeper by a teammate, a teammate's kick-in, or a ball the goalkeeper released before another player touched it. An accidental deflection or a legal pass using the head or body is not automatically a back-pass violation; deliberate tricks to evade this rule are prohibited.

6.4 Goalkeeper technical violations

For excess holding time, a prohibited punt or drop kick, or illegal handling under Rule 6.3, award an indirect free kick at the nearest point on the front edge of the penalty area. These violations do not count toward accumulated team fouls.

6.5 Offside and build-out lines

There is no offside rule and no required build-out line in this edition. Players may use the full field, subject to restart distances and goalkeeper protection. This is a Soccer Shootout league choice, distinct from U.S. Soccer's age-specific 7v7 development standards.

6.6 In or out

The ball is out only when it fully crosses a boundary or the referee stops play. A ball touching a line is still in. Rebounds from posts or the crossbar remain live. If the ball hits the referee and changes possession, begins a promising attack, or enters a goal, stop for a dropped ball; otherwise play continues.

6.7 Dropped ball

After a neutral stoppage, drop to the goalkeeper if the ball was in the penalty area; otherwise drop to a player of the team that last touched it where it was last touched. Other players stay 4 yards away. The ball is live when it touches the ground. It must touch at least two players before a goal can count; otherwise award a goal kick or corner as appropriate.

6.8 Outside interference

Stop for another field's ball, an animal, a spectator, or any object that interferes or creates danger. Remove the interference and use a dropped ball unless a team member's interference requires Rule 2.5.

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07

Fouls & discipline

7.1 Direct-kick fouls

Award a direct free kick for careless, reckless, or excessive-force kicking, tripping, pushing, striking, charging, jumping at, or tackling an opponent; holding; spitting; or illegal handball. Handball includes deliberate handling or an arm position that makes the body unnaturally bigger. Incidental contact with a naturally positioned arm is not automatically a foul.

7.2 Sliding and dangerous play

A slide tackle that makes contact with an opponent is a foul even if the tackler reaches the ball first. Award a direct free kick, or a penalty kick inside the tackler's own penalty area. A slide at an opponent without contact is dangerous play and results in an indirect free kick. A slide to reach a free ball without endangering anyone is allowed. Goalkeepers may safely slide to save. Dangerous play without contact and obstruction without contact result in an indirect free kick.

7.3 Penalty kicks

A defender's direct-kick foul inside that defender's penalty area results in a penalty kick from 9 yards. The identified kicker kicks forward. The goalkeeper has at least part of one foot on, above, or behind the goal line when the kick is taken. All other players stay outside the area, behind the spot, and 6 yards away until the ball is kicked. Rebounds are live in normal game time; the kicker cannot touch a post-only rebound before another player touches it.

7.4 Penalty-kick violations

If a defender's early movement affects a missed kick, retake; count a goal if scored legally. If an attacker's early entry affects play, retake a scored kick or award an indirect free kick after a miss. If both teams commit violations, retake. Illegal kicker feinting after the run-up results in a caution and an indirect free kick, regardless of outcome.

7.5 Yellow cards

A caution requires the player to leave for 2 minutes of playing-clock time; an eligible substitute may replace the player immediately. Reasons include reckless play, dissent, persistent fouls, intentional delay, and failure to respect required distances. A second yellow card in the same game becomes a red card.

7.6 Red cards

Send off for serious foul play, violent conduct, spitting, abusive language, or illegally denying an obvious goal-scoring opportunity. The player cannot return. For an on-field player's red card, the team plays short for 2 playing-clock minutes before an eligible substitute may enter. No early release after a goal. Unserved time carries across halftime. A bench or coach dismissal does not reduce the on-field team.

7.7 Accumulated fouls

Count each direct-kick foul, including penalty fouls and slide tackles that make contact. On the sixth and each later team foul in that half, award one running shootout instead of the free kick. Inside the defending penalty area, award a penalty kick instead; do not award both. Counts reset at halftime. Indirect-kick violations and cards alone do not add a team foul. The referee announces the fifth foul.

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08

The five-second shootout

8.1 Set the attempt

Use the marked spot 6 yards beyond midfield toward the target goal, 20 2/3 yards from that goal. The ball starts stationary. The goalkeeper starts with both feet on the goal line. The shooter and goalkeeper must be identified before the referee signals.

8.2 Run and finish

The referee's whistle starts five seconds. The shooter may dribble and shoot; the goalkeeper may leave the line after the shooter first touches the ball. The ball must completely cross the goal line before the five-second signal. Rebounds may be played within the same five seconds. The attempt ends on a goal, time expiration, ball out of play, or clear goalkeeper control.

8.3 Decide a playoff tie

A coin toss determines which team chooses to go first or second; the referee selects the goal. Each team gets one attempt in each round. If only one team scores in a completed round, that team wins. If both score or both miss, play another paired round. Both teams always receive their attempt before a winner is declared.

8.4 Eligible shooters

All eligible players on the game roster, including goalkeepers and substitutes, may participate. Exclude sent-off players and players still serving a yellow-card sit-out. If eligible totals differ, the larger team designates exclusions to match the smaller team. Each eligible player takes one attempt before anyone repeats; repeat this rotation in later cycles. Goalkeepers may change between attempts. An injured player may withdraw; equalize again before the next round.

8.5 Positions and officials

Nonparticipants remain behind midfield outside the active shooting half. Coaches stay in team areas. One official judges the play; a second official or assigned timekeeper times five seconds and records attempts. The referee supervises both jobs if staffing is limited.

8.6 Violations

For an early goalkeeper departure that affects a miss, retake; count a legal goal. A defending foul during an attempt results in a penalty kick replacing that attempt, plus appropriate discipline. Shooter violations end the attempt as a miss. For outside interference or simultaneous violations, retake. A replacement penalty kick is one shot with no follow-up; it is not a new five-second running attempt.

8.7 Foul shootouts during the game

Any eligible on-field player may shoot. The game clock keeps running. The referee may add the time used at the end of the half. Use Rules 8.1, 8.2, and 8.6. After a goal, restart with the conceding team's kickoff. After a miss, restart with a defending goal kick. No other player joins a rebound.

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09

Safe, fair game days

9.1 Injuries

Stop immediately for a serious injury or suspected head injury. Allow staff onto the field only when signaled. Remove a player with bleeding until the bleeding is controlled and affected equipment is changed or cleaned. Permit an immediate substitute.

9.2 Youth heading policy

League policy: no deliberate heading in divisions age 12 and younger. Award an indirect free kick at the violation location; if inside the defending penalty area, move it to the nearest point on the front boundary. Accidental head contact is not a heading-rule violation. This policy is stricter than U.S. Soccer's recommendation for age 10 and younger.

9.3 Suspected concussion

Remove the player from play for evaluation; do not allow same-day return on a coach's or player's assurance. Follow qualified medical guidance and the applicable return-to-play requirements. Referees and coaches do not diagnose or clear a concussion. See the U.S. Soccer safety resources linked in the reference notes below.

9.4 Weather and emergencies

Suspend outdoor play for thunder or lightning; move everyone to a substantial building or enclosed hard-topped vehicle. Wait at least 30 minutes after the last thunder or lightning before considering a restart, resetting the wait for each new occurrence. Stop for unsafe heat or field conditions as directed by site staff. Call 911 for an emergency.

10.1 Referee authority

The referee inspects the fields and equipment, controls the clock and restarts, judges goals, tracks fouls and cards, and may stop, suspend, or end a game. Judgment decisions on the field are final. Assistants or a timekeeper may support the referee.

10.2 Respect and conduct

Players, coaches, and spectators must not threaten, harass, or abuse officials or others. Coaches manage their team area. The referee may warn or dismiss a coach and ask site staff to remove a disruptive spectator. Stop play until the area is safe when necessary.

10.3 Record the result

The referee submits the score, shootout result if any, accumulated-foul totals, cards, dismissals, injuries, and any interruption. A dismissed player or coach is suspended for the next game pending league review; the league may extend the suspension.

10.4 Rules questions

Only the designated coach or captain approaches the referee respectfully at a stoppage. Send administrative eligibility or rule-application concerns to the league director after the game. No video replay process is included.

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10

Operations & policy notes

11.1 Starting late

Allow a 5-minute grace period from scheduled kickoff for an incomplete team. The game clock has not started during that grace period. If a team still cannot field enough eligible players to start (seven in 7v7, five in 5v5), the league director records a forfeit. Teams may play a supervised exhibition if safe.

11.2 Forfeits

Record a forfeit as 3-0, unless the non-forfeiting team was already ahead by a larger margin, in which case keep the actual score. A double forfeit gives neither team standings points; do not treat it as a played tie.

11.3 Suspended or ended games

For loss of the minimum player count, the league reviews the cause and determines a forfeit or replay. If a game is abandoned for weather, injuries, unsafe conditions, or delays, the league schedules a makeup date instead of running past the field rental. The league director decides whether the makeup resumes from the recorded score and time or replays the game. An unfinished tied playoff game must be resumed or replayed to produce a winner.

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Local adjustments & references

Local adjustments

Some rules and equipment may be adjusted locally to fit the needs of participants and facilities. On indoor turf, fields may be coned off, ideally 40 by 60 yards where space allows.

Reference notes