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RAF100 Tournament Rules

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RAF Centenary Rugby Tournament – Rules and Laws

1. LAWS OF THE GAME

Matches will be played according to the slightly modified Laws of Playing Mini-rugby, and as
defined by the World Rugby Under-19 and 10 a side Variation. The Girls and Ladies touch rugby
will be played in accordance with FIT rules as modified by these Tournament rules. The
tournament Mini-rugby Laws variation for U7 to U12 are listed below.

2. COMPETITION RULES: CONTACT

Mixed Under 10 and Under 12.


7 a-side tournament. World Rugby Under 19s Playing Law Variations shall be followed.
Points shall only be scored by scoring a try which will be worth five points. In U10 contact and
above no conversions but tries scored in the in-goal super try area will count as Super Tries. A
super try is worth 7 points. Match points awarded: WIN 3 points, DRAW 1 point, LOSS 0 point.

In all groups, League positions shall be determined by, and in order of priority:

1. Total points per team


2. If two or more teams finish on equal points after the pool matches then their final
positions shall be determined by, and in order of priority:

a. total tries scored


b. fewest tries conceded
c. total super tries scored
d. Result of league/pool game between the two teams
e. Scorer of first try in league game

In the event of a walkover, the score will be deemed to be 28-0 for U7 and above. The Pitch
Marshal will determine if a team is late for kick off.

In the Finals, if scores are equal after full time then 2 minutes sudden death extra time shall be
played immediately. Extra Time kick off will be decided by a coin toss by the referee. If the score is
still tied, then the scorer of the first try in normal time will be the winner. If the full time score was
nil-nil, then each team will nominate 3 players who will take part in a Kick Off.

U10, U12, will take a kick from hand from the centre spot of their pitch, the best of three
kicks, (1 per player) nearest ball to the centre of the super try box wins, this will be judged by
the ref and pitch marshal

In league games the team named first in the fixture chooses which side of the pitch they will play,
the other chooses to kick or receive. For finals, kick off shall be decided by a toss of coin or jointly
agreed with referee. For details of U10 and U12 laws see COBRA Mini Rugby Playing Laws at
Appendix 3.
3. COMPETITION RULES: TOUCH

Mixed Under 7s and Under 8s


Touch rugby playing laws shall be followed. Seven players on the pitch (see Appendix 3)

Girls Under 16s and Ladies


FIT Touch Playing Laws shall be followed (see Appendix 2). Six players on the pitch. Points shall
only be scored by scoring a try which will be worth One point. Match points awarded: WIN 3
points, DRAW 1 point, LOSS 0 point. In all groups, League positions shall be determined by, and
in order of priority:

1. Total points per team


2. If two or more teams finish on equal points after the pool matches then their final
positions shall be determined by, and in order of priority:

a. Try difference
b. total tries scored
c. fewest tries conceded
d. Result of league/pool game between the two teams
e. Scorer of first try in league game

In the event of a walkover, the score will be deemed to be 4 tries to 0. The pitch marshal will
determine if a team is late for kick off.

In finals games, if the 2 teams have equal scores at the end of the match then a Drop Off will
decide the winner. (See Appendix 1)

4. SUBSTITUTIONS
Substitutions can be made at any suitable stoppage point during a game but must be with the
referee’s permission. There are no restrictions on the number of substitutions during a game.
A player may return to that particular match having been substituted.

5. CONDUCT
Please treat all other participants as you would wish to be treated yourself. We expect all
players, coaches, team managers, parents and spectators to treat every other participant with
respect. The decisions of match referees are final and must be respected. Failure to comply
with this may result in individuals or teams being disqualified and asked to leave the grounds
of the tournament. Foul play and bad language will not be tolerated. The referee will penalise and
be permitted to take the extreme action outlined below:

Instructed Substitution: In the case of foul play, a player would receive a warning. If there is
a repeated event, or one that would warrant a player to be removed from the field, then the
referee shall instruct the coach that the player be substituted. Once substituted at the referee’s
instruction, that player may not take further part in the game. The coach should ensure the player
fully understands what the offence was. Repeat offenders in extreme cases will be disqualified
from playing in the remainder of the tournament
APPENDIX 1:
THE DROP OFF PROCEDURE FOR A DRAW IN TOUCH RUGBY

I. When the match is drawn at the expiration of full time, the referee will wait until the
ball is dead, halt play, then signal to the tournament control area or a tournament
official that the game is drawn. A one (1) minute break will occur prior to
commencement of the “Drop-Off”. Each team will reduce their playing strength by
one on-field player.

II. The Drop-Off commences with a tap from the centre of the halfway line by the team
who won the toss at the commencement of the game. Teams continue to play in the
same direction as they finished the game. Substitution of players is permitted at any
time as per the normal interchange rules.
III. At the conclusion of two minutes of extra time, a signal is sounded and the referee
will stop play at the next touch or dead ball. Each team will then reduce their on
field strength by one (1) player.

IV. Play will recommence immediately after the players have left the field at the same
point in the play where it was halted; (i.e. the team retaining possession at the
designated number of touches, or a change of possession due to some infringement or
it being the sixth touch).

V. The clock does not stop when the hooter sounds at the two minute intervals, as there
is no time off during the Drop-Off.

VI. At each subsequent two minute period a signal for another player to drop off, will be
sounded.

VII. Once the teams have been reduced to only three players each, no further drop off of
players will occur, and the match will continue until a touchdown is scored. Should a
player be sent off for the remainder of the match when teams have only three players
each, the offending team will forfeit, and lose the match.

VIII. During the Drop-Off, before a winner can be declared, both teams must have had
possession. If a team scores before their opponents have had possession, the
touchdown counts and the match commences as per normal after a touchdown is
awarded. Once possession is lost the winner is then confirmed.

IX. The decision on which player will drop off is entirely up to the team management,
that is the captain, coach, etc.

X. A player/team wasting time at a drop off will be penalised at the mark for
recommencement of the match.
APPENDIX 2:
FEDERATION OF INTERNATIONAL TOUCH (FIT) RULES SUMMARY

1. Fields or pitches should be 70M long by 50M wide with marked scorelines, sidelines and a
half-way line.
2. Teams consist of up to 10 players with a maximum of 6 players on the field at any time.
3. Players may interchange from the side of the field as often as they wish.
4. Team Captains toss and the winner starts the game with a tap at the centre of the half-way
line.
5. Attacking team has 6 attempts or touches before possession changes unless other rules are
infringed.
6. If the ball is dropped or knocked-on a change of possession occurs and the game starts with
a rollball.
7. Attacking players may run with the ball or pass the ball sideways or backwards until they are
touched.
8. If a player passes the ball forward a penalty occurs for a forward pass.
9. If a player passes the ball after being touched a penalty occurs for a late pass.
10. A tap on the mark is taken by non-offending team for penalties. Defending teams must retire
10M.
11. A touch is any contact between the player with the ball and a defender. It must be minimum
force.
12. After a touch the player performs a rollball, stepping over or gently rolling the ball between
the feet.
13. Players cannot perform a rollball until a touch has been made or a penalty results.
14. Players must perform the rollball at the mark or a penalty results.
15. The attacking player who gets the ball after the rollball is the half, who can either run or pass.
16. If the half gets touched a change of possession occurs and the game restarts with a rollball
at the mark.
17. At the rollball all defenders must retire or move backwards a minimum of 5M.
18. Penalties are awarded against defenders who do not retire 5M for rollballs and 10M for taps.
19. A touchdown is scored when an attacking player places the ball on or over the scoreline.
20. The team that scores the most touchdowns in the game is declared the winning team
APPENDIX 3:
Tournament Laws and Rules – summary table

Mixed Under 7s Under 8s U10s & U12s

Coach on pitch One One No

Ball Size 3 4 4

No. of players on pitch 7 7 7


(all backs) (all backs) (3 fwds/4 backs)

Tackle No (2-hand touch on No (2-hand touch on Yes


waist/shorts) waist/shorts)
6 touches then turnover 6 touches then
Ball passed to own team turnover Ball passed to
(2 to 3 step momentum own team
allowance) (2 to 3 step momentum
Scrag tackle (swing ball- allowance)
carrier to the ground by shirt) N/A Penalty
N/A

Squeeze-ball N/a N/A No

Offside at Tackle Defenders retreat 3m min. Defenders retreat 3m N/a


after tackle made min. after tackle made

Kicking
Kick off Place or drop kick Place or drop kick Drop or Place kick
Kick off must travel 5m 5m 7m
Drop out (at) No (Tap @ 10m) No (Tap @ 10m) Yes (15m)
Penalty to touch No No Yes (from within own 15m)
Kick out of hand No No Yes (from within own 15m)
Fly hack No No Yes (from within own 15m)
Conversion No No No
If pass back into own
15m area N/A
N/A N/A
Restart (after try) Drop or Place kick
Place kick Place kick
(by scoring team) (by scoring team) (by scoring team)

Scrum No (Tap Restart) No (Tap Restart) Yes (contested)


Players in scrum - - 3 fwds
Pushing - - Yes- max 1m
Hooking - - Yes (contested)
Offside (backs) - - 3m behind back foot
Offside (s-half) - - Back foot of opponents’
scrum

Mauls No No Yes (only 3m shove then


“use or lose”)

Line-out No (Tap Restart) No (Tap Restart) Yes (contested)


Players in line - - 4
Distance to front - - 3m
Contested - - Yes
Jumping - - Yes
Lifting/Supporting - - No
Offside - - 7m
Quick - - No

Fair catch (mark) No No Yes


Hand-off No No Yes
(flat palm/bent arm/below
shoulder line)

Quick tap-penalties No No Yes

Penalty offside line 5m 5m 7m

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