BC RUGBY AGE GRADE VARIATIONS FOR CLUB RUGBY BC RUGBY AGE GRADE VARIATIONS FOR CLUB RUGBY even banded minis AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 5/6 - Rookie Rugby preschool/Kindergarten Maximum Time Per Half - Single Game 10 min Safety Zone between Playing Areas 6m Fend-Off Maximum Time Per Half - Festival 7 Not Allowed Subs Rolling Subs 60 min min Size of Playing Area Restart/Kick Off 4 v 4 (15m x 12m) 7 v 7 (40m x 30m) Tap & Pass at Half Excluding In-Goal Goal Kicking (Conversion) Not Allowed Squeeze Ball Maximum Playing Time for Players per Day/Event Kicking in Open Play No Scrum No / Tap & Pass Instead Coaches on field (not including ref) Yes No No / Tap & Pass Instead Yellow Card Time Out (2min) 3 Tackle Flag is Pulled Rucks None Referee Lineout Player sits out for a short period to get coaches feedback on foul play (Learning opportunity) Ball Size By Coach Red Card - No Maximum # Per Team Modified 4 v 4 game recommended however games up to 7 v 7 permitted Offside Where Flag was Pulled Maul None Penalties Tap & Pass AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 7/8 - Rookie Rugby Grade 1/2 Maximum Time Per Half - Single Game 10 min Safety Zone between Playing Areas 6m Fend-Off Maximum Time Per Half - Festival 7 Squeeze Ball Not Allowed Subs Rolling Subs 60 min min Size of Playing Area 4 v 4 (15m x 12m) 7 v 7 (40m x 30m) Excluding In-Goal Goal Kicking (Conversion) Not Allowed Maximum Playing Time for Players per Day/Event Restart/Kick Off Tap & Pass at Half Kicking in Open Play No Scrum No / Tap & Pass Instead Coaches on field (not including ref) Yes No No / Tap & Pass Instead Yellow Card Time Out (2min) 3 Tackle Flag is Pulled Rucks None Referee Lineout Player sits out for a short period to get coaches feedback on foul play (Learning opportunity) Ball Size By Coach Red Card - No Maximum # Per Team Modified 4 v 4 game recommended however games up to 7 v 7 permitted Offside Where Flag was Pulled Maul None Penalties Tap & Pass AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 9/10 - Rookie Rugby Grade 3/4 Maximum Time Per Half - Single Game 15 min Safety Zone between Playing Areas 6m Fend-Off Maximum Time Per Half - Festival 7 Squeeze Ball Not Allowed Subs Rolling Subs 60 min min Size of Playing Area 4 v 4 (20m x 15m) 7 v 7 (45m x 25m) Excluding In-Goal Goal Kicking (Conversion) Not Allowed Maximum Playing Time for Players per Day/Event Restart/Kick Off Tap & Pass at Half Kicking in Open Play No Scrum No Coaches on field (not including ref) No No / Tap & Pass Instead Yellow Card Time Out (2min) Player sits out for a short period to get coaches feedback on foul play (Learning opportunity) 3 Modified 6 v 6 game recommended however games up to 8 v 8 permitted Tackle Offside Flag is Pulled Rucks None By Coach Time Out (2min) No None Penalties Yellow Card Red Card - Where Flag was Pulled Maul Referee Lineout No / Tap & Pass Instead Maximum # Per Team Ball Size - Tap & Pass AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 10 Grade 4 Maximum Time Per Half - Single Game 20 min # of Forwards Maximum Time Per Half - Festival 10 # of Backs 5 Fend-Off Yes Below Shoulders (Ball Carrier to place ball and roll away) Maul None Penalties Tap & Pass Kick is permitted inside defending team’s 5m kick zone 70 min 3 Tackle Maximum Playing Time for Players per Day/Event min Safety Zone between Playing Areas 6m Goal Kicking (Conversion) Not Allowed Squeeze Ball Not Allowed Subs Rolling Subs 3 8 Size of Playing Area 60m x 35m Excluding In-Goal Kicking in Open Play Yes No Scrum Maximum # Per Team Ball Size Inside 5m zone Yes Coaches on field (not including ref) No Punt or Drop-Kick Rucks 1 player from each team to bind in contact over the ball (No Push) Referee Lineout 3 v 3 Uncontested (No Push and opposing 9 does not challenge) Restart/Kick Off 1 thrower and 2 receivers from each team By Coach (Nearest 3 Players) Red Card Yellow Card Time Out (2min) Player sits out for a short period to get coaches feedback on foul play (Learning opportunity) - No *Modified Contact allowed at U10 when not banded with U9 AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 11/12 Grade 5/6 Maximum Time Per Half - Single Game 25 min # of Forwards Maximum Time Per Half - Festival 15 Yes - Below Shoulders Maul # of Backs 7 Fend-Off Use or Lose Application Penalties Tap & Pass Kick is permitted inside defending team’s 22m kick zone min Safety Zone between Playing Areas Not Allowed Rolling Subs 4 13 Size of Playing Area Restart/Kick Off 60m x 35m Goal Kicking (Conversion) Kicking in Open Play In front of Posts Scrum Yes Inside the 22m when defending 6v6 (Hookers contest but no push) Coaches on field (not including ref) No Punt or Drop-Kick Rucks As Per Laws of the Game Referee Lineout (Opposing 9 does not challenge no 8 pick) Subs Maximum # Per Team Ball Size As Per Laws of the Game Not Allowed Squeeze Ball Yes 70 min 6 Tackle Maximum Playing Time for Players per Day/Event 6 v 6 Max By Referee if possible No Lift Red Card Yellow Card Time Out (2min) Player sits out for a short period to get coaches feedback on foul play (Learning opportunity) - Yes Player is removed from the remainder of the game but must be replaced to keep equal numbers BC RUGBY AGE GRADE VARIATIONS FOR CLUB RUGBY odd banded minis AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 6/7 - Rookie Rugby Kindergarten/Grade 1 Maximum Time Per Half - Single Game 10 min Safety Zone between Playing Areas 6m Fend-Off Maximum Time Per Half - Festival 7 Squeeze Ball Not Allowed Subs Rolling Subs 60 min min Size of Playing Area 4 v 4 (15m x 12m) 7 v 7 (40m x 30m) Excluding In-Goal Goal Kicking (Conversion) Not Allowed Maximum Playing Time for Players per Day/Event Restart/Kick Off Tap & Pass at Half Kicking in Open Play No Scrum No / Tap & Pass Instead Coaches on field (not including ref) Yes Tackle Flag is Pulled None Referee Lineout No / Tap & Pass Instead Yellow Card Time Out (2min) 3 Rucks No Player sits out for a short period to get coaches feedback on foul play (Learning opportunity) Ball Size By Coach Red Card - No Maximum # Per Team Modified 4 v 4 game recommended however games up to 7 v 7 permitted Offside Where Flag was Pulled Maul None Penalties Tap & Pass AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 8/9 - Rookie Rugby Grade 2/3 Maximum Time Per Half - Single Game 15 min Safety Zone between Playing Areas 6m Fend-Off Maximum Time Per Half - Festival 7 Squeeze Ball Not Allowed Subs Rolling Subs 60 min min Size of Playing Area 4 v 4 (20m x 15m) 7 v 7 (45m x 25m) Excluding In-Goal Goal Kicking (Conversion) Not Allowed Maximum Playing Time for Players per Day/Event Restart/Kick Off Tap & Pass at Half Kicking in Open Play No Scrum No Coaches on field (not including ref) No No / Tap & Pass Instead Yellow Card Time Out (2min) Player sits out for a short period to get coaches feedback on foul play (Learning opportunity) 3 Tackle Flag is Pulled Rucks None Referee Lineout No / Tap & Pass Instead Ball Size By Coach Red Card - No Maximum # Per Team Modified 6 v 6 game recommended however games up to 8 v 8 permitted Offside Where Flag was Pulled Maul None Penalties Tap & Pass AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 10/11 Grade 5 Maximum Time Per Half - Single Game 20 min # of Forwards Maximum Time Per Half - Festival 10 # of Backs 5 Fend-Off Yes Below Shoulders (Ball Carrier to place ball and roll away) Maul None Penalties Tap & Pass Kick is permitted inside defending team’s 5m kick zone 70 min 3 Tackle Maximum Playing Time for Players per Day/Event min Safety Zone between Playing Areas 6m Goal Kicking (Conversion) Not Allowed Squeeze Ball Not Allowed Subs Rolling Subs 3 8 Size of Playing Area 60m x 35m Excluding In-Goal Kicking in Open Play Yes No Scrum Maximum # Per Team Ball Size Inside 5m zone 3 v 3 Uncontested (No Push and opposing 9 does not challenge) Coaches on field (not including ref) No Punt or Drop-Kick Rucks 1 player from each team to bind in contact over the ball (No Push) Referee Lineout Yes Restart/Kick Off 1 thrower and 2 receivers from each team By Coach (Nearest 3 Players) Red Card Yellow Card Time Out (2min) Player sits out for a short period to get coaches feedback on foul play (Learning opportunity) - No AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 12 Grade 6 Maximum Time Per Half - Single Game 25 min # of Forwards Maximum Time Per Half - Festival 15 Yes - Below Shoulders Maul # of Backs 7 Fend-Off Use or Lose Application Penalties Tap & Pass Kick is permitted inside defending team’s 22m kick zone min Safety Zone between Playing Areas As Per Laws of the Game Goal Kicking (Conversion) Not Allowed Squeeze Ball Yes 70 min 6 Tackle Maximum Playing Time for Players per Day/Event Not Allowed In front of Posts Scrum Rolling Subs 4 13 Size of Playing Area 60m x 35m Kicking in Open Play Yes Inside the 22m when defending 6v6 (Hookers contest but no push) Coaches on field (not including ref) No Restart/Kick Off Drop-Kick Rucks As Per Laws of the Game Referee Lineout (Opposing 9 does not challenge no 8 pick) Subs Maximum # Per Team Ball Size 6 v 6 Max By Referee if possible No Lift Red Card Yellow Card Time Out (2min) Player sits out for a short period to get coaches feedback on foul play (Learning opportunity) - Yes Player is removed from the remainder of the game but must be replaced to keep equal numbers BC RUGBY AGE GRADE VARIATIONS FOR CLUB RUGBY age grade rugby AGE GRADE VARIATIONS FOR CLUB RUGBY junior girls transition laws Maximum Time Per Half - Single Game 20 min # of Forwards Maximum Time Per Half - Festival 10 Yes - Below Shoulders Scrum 70 min Safety Zone between Playing Areas 4 6m Contested (1.5m Push) Coaches on field (not including ref) No Yes No No Lift Yellow Card Time Out (2min) Inside 5m zone Referee Contested Player sits out for a short period to get coaches feedback on foul play (Learning opportunity) Maximum # Per Team 4 Referee where possible Red Card - Yes Player is removed from the remainder of the game but must be replaced to keep equal numbers Size of Playing Area 60m x 35m Excluding In-Goal Kicking in Open Play Goal Kicking (Conversion) Lineout 3v3 Ball Size 7 min # of Backs 3 Tackle Maximum Playing Time for Players per Day/Event Rucks Restart/Kick Off Punt or Drop-Kick Maul 2v2 Yes (Plus Carrier and Tackler) Use or Lose Application Penalties As Per Laws of the Game Subs Rolling Subs AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 13/14 Maximum Time Per Half - Single Game 30 min # of Forwards Maximum Time Per Half - Festival 20 # of Backs 7 Tackle Fend-Off Below Shoulders 90 min 8 Yes - Maximum Playing Time for Players per Day/Event Ball Size 4 or 5 Safety Zone between Playing Areas Size of Playing Area As Per Laws of the Game Full Field Goal Kicking (Conversion) Kicking in Open Play Allowed Squeeze Ball Yes Use or Lose Application Not Allowed Penalties Subs As Per Laws of the Game As Per Laws of the Game 15 min Scrum Lineout 8v8 Contested (1.5m Push) Coaches on field (not including ref) No Restart/Kick Off Drop-Kick Yes Yes Inside 15m line if scored out wide Maul Maximum # Per Team Lifting Permitted with no Contested Pre-bind on shorts Rucks As Per Laws of the Game Referee Referee Yellow Card Red Card 5 Yes min As per rules of competition AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 15/16 Maximum Time Per Half - Single Game 35 min # of Forwards Maximum Time Per Half - Festival 20 # of Backs 7 Tackle Fend-Off Maul 90 min 8 As Per Laws of the Game Maximum Playing Time for Players per Day/Event As Per Laws of the Game Not Allowed Penalties Subs As Per Laws of the Game As Per Laws of the Game Maximum # Per Team 5 15 min Safety Zone between Playing Areas Size of Playing Area As Per Laws of the Game Full Field Goal Kicking (Conversion) Kicking in Open Play Allowed Squeeze Ball Ball Size As Per Laws of the Game Scrum As Per Laws of the Game Lineout 8v8 Contested (1.5m Push) Coaches on field (not including ref) No As Per Laws of the Game Restart/Kick Off Drop-Kick Rucks As Per Laws of the Game Referee Referee Yellow Card Red Card 7 Yes min As per rules of competition AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 17/18 Maximum Time Per Half - Single Game 35 min # of Forwards Maximum Time Per Half - Festival 20 # of Backs 7 Tackle Fend-Off Maul 90 min 8 As Per Laws of the Game Maximum Playing Time for Players per Day/Event As Per Laws of the Game Not Allowed Penalties Subs As Per Laws of the Game As Per Laws of the Game Maximum # Per Team 5 15 min Safety Zone between Playing Areas As Per Laws of the Game Goal Kicking (Conversion) Allowed Squeeze Ball Ball Size As Per Laws of the Game Scrum Size of Playing Area Full Field Kicking in Open Play As Per Laws of the Game Lineout 8v8 Contested (1.5m Push) Coaches on field (not including ref) No As Per Laws of the Game Restart/Kick Off Drop-Kick Rucks As Per Laws of the Game Referee Referee Yellow Card Red Card 7 Yes min As per rules of competition AGE GRADE VARIATIONS FOR CLUB RUGBY UnDER 19 Maximum Time Per Half - Single Game 35 min # of Forwards Maximum Time Per Half - Festival 20 # of Backs 7 Tackle Fend-Off Maul 90 min 8 As Per Laws of the Game Maximum Playing Time for Players per Day/Event As Per Laws of the Game Not Allowed Penalties Subs As Per Laws of the Game As Per Laws of the Game Maximum # Per Team 5 15 min Safety Zone between Playing Areas As Per Laws of the Game Goal Kicking (Conversion) Allowed Squeeze Ball Ball Size As Per Laws of the Game Scrum Size of Playing Area Full Field Kicking in Open Play As Per Laws of the Game Lineout 8v8 Contested (1.5m Push) Coaches on field (not including ref) No As Per Laws of the Game Restart/Kick Off Drop-Kick Rucks As Per Laws of the Game Referee Referee Yellow Card Red Card 7 Yes min As per rules of competition BC RUGBY AGE GRADE VARIATIONS FOR CLUB RUGBY flag rugby laws Quick Guide to BC Rugby Flag Rugby Rule 1: “the tackle” (tag) Only the player with the ball can be tagged. A “tag” is the removal of one of the two ribbons attached to the belt. The defender should then hold the tag above their head and shout “FLAG”. To make this more clear the referee will shout “PASS”. The defender must return the flag before returning to the game. They are not permitted to throw it on the ground. The ball carrier has to pass the ball within 3 steps, do not return to where your flag was pulled before passing. To ensure the attacker does not prevent a clean tag they should be encouraged to carry the ball in two hands. Try to dodge and evade. You are NOT allowed to spin or fend. A free pass will be awarded to the defending team when an attacker spin or fends with the ball in hand. Rule 2: scoring A try is worth 5 points. To score a try a player must carry the ball over the opposing goal line and press the ball down. If your flag is ripped in the act of scoring a Try, it’s a Try. Rule 3: Ball out of Play If the ball or ball carrier goes out of play a free pass is given to the other team 2 meters in from the sideline where the ball or ball carrier went out of play. Rule 4: Knock On When a player knocks the ball towards the opponents’ try line and does not regain control of the ball before it touches the ground, another player or the referee, a free pass is awarded to the non-offending team unless an advantage can be played. Rule 5: Free/Tap Pass To start/restart – Just Tap and Pass A tap passed is used to start the game (from the center of the field) or to restart it at the place where the ball went out of play or where an infringement took place. To make a free pass, the player making the pass starts with the ball on the ground, moves the ball slightly forward using the side of their foot, then picks up the ball and passes the ball backwards to a member of their own team. The player making the free pass must pass the ball and not pick it up and run themselves. The Ball must be passed through the air and not taken from the hands of the first player. No Handoffs. To ensure safe practice, the receiver of the free pass should start no further than 2 metres behind the passer. The opposition cannot start moving forward until the player has passed the ball. At a free pass the opposition must be back 5 meters. Rule 6: Offside This rule can be introduced at an early stage to allow some flow to a game and develop good habits for the future. Offside only occurs AFTER a tag has been made. If your teammates are in front of you after you pull a flag they are offside. When a tag is made, all players from the Defender’s (Tagger’s) team must get back until they are behind where the tag was made. Failure to do so, results in a free pass to the team in possession and the tag count will restart at zero. If a player is offside and they intercept, prevent or slow down a pass, they will be penalized and a free pass will be awarded to the non-offending team, unless an advantage can be played. It tends to be defenders standing offside and within 3 meters of the ball carrier who need penalizing the most. Where defenders are offside but not interfering with play, then play can continue which allows more flow to the game. However, for beginners, when a tag has been made insist that all defenders get back 2 meters behind their side of the ball to allow the pass to be made. BC Rugby Flag Rugby Laws 1. PLAYING AREA 1.1. As per Rugby Canada Age Grade Variations for Club Rugby 1.2. The playing area will be clearly marked. 1.3. The 4 or 7 players on a team will be the only people entitled to be on the playing area during a game. Substitutes and spectators must not be on the playing area during a game. 2. DURATION OF PLAY 2.1. During Jamborees or Festivals, a game is made up of two halves of 7 minutes each. 2.2. There will be a 2 minute interval (half time) between the two halves. 2.3. After half time the teams will change ends. 2.4. A half can only end at the next stoppage in play after 7 minutes. 2.5. A half cannot end on a penalty. If a penalty is signaled the team awarded the penalty shall be entitled to a free pass. The game will then continue until the next stoppage in play. 2.6. A legal flag pull is not a stoppage in play. 3. NUMBER OF PLAYERS 3.1. As per Rugby Canada Age Grade Variations for Club Rugby. 3.2. Games will be played with a maximum 7 players on the playing area at any one time. 3.3. At least 2 girls must be on the playing area at all times but this is not the maximum number for girls. 4. SUBSTITUTES 4.1. Except in the case of injury or a sending off, every player must play at least one half of each game. 4.2 Substitution may be made at any point throughout the match 4.3. An injured player can be substituted but only once the injured player has left the playing area. Any substitution of an injured player must be approved by the referee, and an injured player who has been substituted cannot re-join the game. 4.4. Players who are substituted at half time may re-join the game when replacing an injured player under Rule 4.2. 4.5. A substitute must remain flagless until they take the flags from the player they are replacing. This indicates a sub has been made and the substitute is now an active player. 5. REFEREES 5.1. The referee will have a whistle. 5.3. The referee will shout, “PASS!” when a rip has been made, and “TURNOVER!” after a 6th tag. 5.4. The referee will blow the whistle to signal the start of the two halves or when play is to stop. 5.5. The referee will signal to the team who is starting with a free pass by pointing with an outstretched arm towards that team. 6. THE FLAG BELT 6.1. The belt is adjusted to fit the waist of the player and fastened so that two flags hang one from each side (33cm x 5). 6.2. Velcro attaches the flags so they are positioned one on each hip. 6.3. Care needs to be taken to ensure that for safety the tail of the belt is tucked away. 6.4. Each team is distinguished by the colour of the flags they wear. 6.5. The belt must be worn outside the clothing, shirts tucked in and flags free so they can be ripped off. 6.6. If a player accidentally loses a flag when they have the ball, the game will be stopped to allow the player to replace the flag. Once the flag has been replaced the game will restart with a free pass by the player in possession. The stoppage will not count towards the rip count. 7. ATTACKERS 7.1. The ball carrier cannot fend defenders off using their hands, or the ball. 7.2. The ball carrier cannot guard or shield their flags in any way. A player cannot spin in a movement (no helicopters). A free pass is awarded to the team who did not make the infringement. 8. DEFENDERS (RIPPERS) 8.1. There is no contact in Flag Rugby. Defenders (Taggers) ripping the flag off the belt of the ball carrier stops the ball carrier’s progress. 8.2. Defenders (Taggers) cannot physically touch the ball carrier. 9. STARTING PLAY 9.1. One team starts each half of the game from the center of the field with a free pass (A Tap). 9.2. When a try is scored, the non-scoring team starts at the center of the field with a free pass (A Tap). 10. FREE PASS 10.1. To make a free pass, the player making the pass starts with the ball on the ground, moves the ball slightly forward using the side of their foot, then picks up the ball and passes the ball backwards to a member of their own team. 10.2. The Defenders (Taggers) must remain 5 meters back from the player making the free pass. They cannot start moving forward until the ball leaves the hands of the player making the free pass. 10.3. A free pass is also used to restart play at any time that play has halted and needs to be restarted. 10.4. If the ball travels out of the field of play, the game is restarted with a free pass to the side that was not the last side to touch it inside the field of play just inside the playing area, at the point where the ball travelled out of play. 10.5. Free passes cannot take place less than 5 meters from the try line. 10.6. A free pass is also awarded to the non-offending team when their opposition infringes the rules, such as a forward pass, an offside or for not returning the flag to the ripped player. 11. FLAG 11.1. To complete a tag one of the two flags from the ball carrier’s belt must be removed. 11.2. The only person who can be “tagged” is the ball carrier. 11.3. The Defender (Tagger) must stop, hold the flag above their head and shout “FLAG!” 11.4. The ball carrier must then pass the ball immediately (within three strides). He or she does not stop, return to the mark or roll the ball between their legs. 11.5. 6 rips in a row leads to a turnover in possession. 11.6. After the ball carrier has passed the ball the Defender (Tagger) must hand the flag back to the player who then reattaches it to their belt before they re-join play. If either of these players doesn’t adhere to this, they will be penalized and a free pass will be awarded to the non-offending team at the place of the infringement. 11.7. If a player is “tagged” before the try line and doesn’t pass before they get over the line, they restart play 5 meters out from the try line with a free pass. 11.8. Restarting the tag count occurs when there is a turnover or when either team is penalized. 12. KNOCK ON 12.1. When a player knocks the ball towards the opponents’ try line and does not regain control of the ball before it touches the ground, another player or the referee, a free pass is awarded to the non-offending team unless an advantage can be played. 13. OFFSIDE 13.1. Offside only occurs at a tag. 13.2. When a tag is made, all players from the Defender’s (Tagger’s) team must get back until they are behind where the rip was made. Failure to do so, results in a free pass to the team in possession and the rip count will restart at zero. 13.3. If a player is offside and they intercept, prevent or slow down a pass, they will be penalized and a free pass will be awarded to the non-offending team, unless an advantage can be played. 14. PASSING THE BALL 14.1. The ball can only be passed the ball carrier in a backwards direction. 14.2. Attackers must not pass the ball forward; towards the Defenders’ (Taggers) try line. 14.3. Attackers cannot hand the ball to another Attacker. No handoff’s. 14.4. A free pass will be awarded to the opposition if an Attacker passes the ball forward or hands the ball to another Attacker. 14.5. If the ball is not caught to conclude a pass but is not knocked on, play can continue. 15. KICKING 15.1. There is no kicking of any kind in FLAG Rugby. 16. ADVANTAGE 16.1. Not stopping the game when an infringement happens is called ‘advantage’. 16.2. Referees should play ‘advantage’ to the non-offending team if there is any chance that they may be advantaged by there being no stoppage in play, for instance if the team gets the ball or retains the ball in circumstances that are more favourable than if a free pass was called. 16.3. The referee should call ‘advantage’ followed by ‘play on’ if an advantage is deemed by the referee to occur. 16.4. If no advantage occurs within a reasonable period play restarts with a free pass. 17. GOING TO GROUND 17.1, if the ball carrier intentionally goes to ground or a player dives on the ball, a free pass is awarded to the opposition. 17.2. Players can dive for a try or dive on the ball for a try. 18. FAIR PLAY 18.1. All players must play games in a positive spirit following the principles of good sportsmanship. 18.2. In instances of verbal abuse, physical abuse, poor sportsmanship, intentional offending, persistent re-offending or any other offending deemed necessary, a referee may send a player from the playing area. 18.3. If a player is sent from the playing area by the referee under 18.2 they must remain off for the remainder of that game. However, that player can be replaced by another player who has not been sent off. 18.4. There shall be no intentional physical contact between players. 19. FINAL INTERPRETATION 19.1. If there are any misinterpretations or disagreements with these rules, a final interpretation will be decided by the Tournament Manager. If no Tournament manager is on site the final call goes to the referee. rugby development officer tailoring support to clubs with focused aim of growing participation Tony LaCarte [email protected] • • • • • • • • • • • • • • • • • • Campbell River Comox Valley Kickers Castaway Wanderers Cowichan RC James Bay AA / Ebb Tibe Nanaimo Hornets Nanaimo Yoos-to-Bees Port Alberni Black Sheep Powell River Westshore UVic Vancouver Island University Northwest Old Boys Kelowna Crows / Priest Valley Vicars Penticton Harlequins UBC Okanagan Prince Rupert Terrace Darcy Patterson [email protected] • Vancouver Rowing Club / Evergreens RFC • Meralomas / Legends RFC • Squamish Axemen • Whistler • Williams Lake Rustlers • Prince George • Kamloops Raiders • Manthers (Salmon Arm) • Revelstoke • Vernon • United • Langley RC • Ridge Meadows Bruins • Elk Valley Bulls • Rocky Mountain Rogues (Cranbrook) • Nelson Grizzles Thomas Viljoen [email protected] • • • • • • • • • • • • • • • • • UBCOB Ravens UBC Kats RFC Capilano / Snowcaps Scribes SFU Brit Lions Semiahmoo Old Boys Bayside Sharks Richmond RFC Surrey Beavers Abbotsford RFC / Originals Burnaby / Twilighter RFC Chilliwack Crusaders Justice Chuckanut Bay Rugby Seattle Saracens • Victoria Sevens • BC High School Boys 7s • BCHSGRA • BC Summer Games • Vancouver Rugby Festival • Americas Masters Games 2016 • Vancouver Island Rugby Union • North Vancouver Island Rugby Union • Fraser Valley Rugby Union • Interior Rugby Union • Vancouver Rugby Union • Over 40s Rugby Union learn more at bcrugby.com connect with us
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