age grade variations for club rugby

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]
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Thomas Viljoen
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