SOCIALICON

AIMS Games Tauranga NZ Rugby
Date: Monday 7th September to Friday 11th September 2020
Venue: Blake Park, Mount Maunganui
Contingency venue Tauranga Domain, 91 Cameron Road, Tauranga
Managers Meeting: Monday 7th September at the Mt Maunganui Sports Rugby Clubrooms: Boys Rugby Sevens Managers Meeting – 8.45am Rip Rugby Managers Meeting – 9.25am Girls Rugby Sevens Managers Meeting – 10.00am
Referees Meeting: Monday 7th September 8.00am in the Match Officials Marquee Referees and Assistant Referees will be sourced and managed by Bay of Plenty Rugby Referees.
Cost: $650.00 per team (NZ$)
Entries Close: Wednesday 10th June 2020 at 11.59pm – Online registrations close

 

Contact Details

Rugby Sevens Tournament Co-Director:
Ian Spraggon
Phone: 021-274-9749
Email: sprags@xtra.co.nz

Rugby Sevens Tournament Co-Director: 
Jeff Robb

Phone: 021-137-8508
Email: robb007@outlook.com

Rugby Sevens Referee Manager:
Cameron Russell

Phone: 027-698-9576
Email: cam@boprugby.co.nz

Rip Rugby Tournament Director:
Cameron Russell

Phone: 027-698-9576
Email: cam@boprugby.co.nz

A tournament committee will be in place to administer and facilitate the running of this tournament.


 

Tournament Planning

Eligibility

  1. Students competing must be enrolled full-time in the school they are representing.
  2. New Zealand students competing must be a Year 7 or Year 8 student.
  3. New Zealand schools must be an affiliated member of NZAIMS - New Zealand Association of Intermediate and Middle Schooling http://nzaims.co.nz
  4. Students may compete in more than one code however timetable allowances will NOT be made for any competitors.
  5. Competitors must be Over 10 years and Under 13 years of age as at the 1st January of the tournament year (2020).
  6. Competitor’s birth-dates will be required on future team registration documentation.

Cost

  • Schools are required to pay the entry fee of $650.00 per team (NZ$).
  • Non-refundable / Payment MUST be made within seven days of receipt of the invoice.
  • Invoices will be sent to the School Accounts Manager after the entry closing date, 10th June.

Entries Close

Wednesday 10th June 2020 at 11.59pm

Entries to the 2020 Anchor AIMS Games International Sporting Championships will be made and only accepted online:

  • All registrations are completed online with EnterNOW.
  • A ‘Quick Start Guide’ for EnterNOW will be sent out with the Registration Booklet.
  • Registrations will only be accepted from the designated School Anchor AIMS Games Coordinator.
  • Schools will be allocated a unique Anchor AIMS Games registration log in code to complete their entries.
  • EnterNOW demo video for schools https://www.enternow.co.nz/enternow-app/aimsgames/help

If registration for an activity is oversubscribed, then the opportunity to participate will be at the discretion of the executive committee and no further correspondence will be entered into (if unsuccessful team/individual entry will be refunded). The four semi-finalists in the tournament of the previous year have right of entry.

2020 Planning Timeline

  • Wednesday 10th June – Entries close for the 2020 Anchor AIMS Games at 11.59pm. The EnterNOW system will generate a confirmation email three days prior to entries closing so school coordinators can check that they have entered the correct individuals, teams, codes etc.
    The AIMS Games Trust has a strict NO REFUND policy from this date! NO EXCEPTIONS!
  • Wednesday 24th June – All schools must have paid their registration invoice to have their entry confirmed.
    Late entries (if accepted) will incur a 50% penalty fee
  • Wednesday 1st July – Confirmation sent to all 2020 participating schools (if registration for a sporting code is oversubscribed then the opportunity to compete will be at the discretion of the executive committee).
  • Monday 27th July – School group opening ceremony ticket bookings go on sale through Ticketek (First show – 3.00pm, Second show – 7.00pm).
  • Wednesday 29th July – All Team/individual online name and code information registration forms to be completed . Competitors’ names, date of birth, playing jersey numbers, coach, manager and phone/email details are required.
    NOTE: Any team that withdraws after this date will be ineligible to compete at the 2021 Anchor AIMS Games Rugby tournament.
  • Monday 3rd August – Public opening ceremony tickets go on sale through Ticketek (First show – 3.00pm, Second show – 7.00pm).
  • Wednesday 12th August – Draws live, finalised and published.
  • Saturday 5th September – The 17th Anchor AIMS Games International Sporting Championships opens.
Anchor AIMS Games app
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Tournament Information

Divisions

  • Boys Rugby Sevens Under 13 Years Division (a maximum of 12 registered players per team)
  • Girls Rugby Sevens Under 13 Years Division (a maximum of 12 registered players per team)
  • Mixed Rip Rugby Under 13 Years Division (a maximum of 12 registered players per team made up of a maximum of 6 boys and 6 girls)
  • Schools can register a team in all three Divisions (Boys, Girls and Mixed)
  • To ensure players are given equal opportunities the AIMS Games Trust recommends ALL players play a minimum of half a game, per game.

Placing/Seeding

  • Final placings from the 2019 Anchor AIMS Games Tournament will determine seeding for the Rugby Sevens Girls and Boys divisions, and Rip Rugby division. Seedings will be at the tournament organisers discretion.

Programme

Sunday 6th September

Opening Ceremony (Trustpower Arena at Baypark)
First show – 3.00pm, Second show – 7.00pm

Monday 7th September

Referees Meeting (Match Officials Marquee)

Monday 7th September

Managers Meeting Mt Maunganui Sports Rugby Clubrooms

Monday 7th September

Boys, Girls and Mixed Divisions (all teams to play)

Tuesday 8th September

Boys, Girls and Mixed Divisions (all teams to play)

Wednesday 9th September

Boys, Girls and Mixed Divisions (all teams to play)

Thursday 10th September

Boys, Girls and Mixed Divisions (all teams to play)

Friday 11th September

Boys, Girls and Mixed Divisions (all teams to play)

Coaches

Completion of the RugbySmart online module is compulsory for all coaches prior the Anchor AIMS Games Rugby Sevens and the Rip Rugby tournament . The online module has educational videos and a series of questions on warm-up, recovery, hydration and nutrition which is relevant for coaches and managers.
Go to https://sporttutor.nz/nzrugby
Click on Sign up
Complete required details
Complete ‘RugbySmart for AIMS Coaches’

Referees

  • The organising committee will supply and appoint referees and assistant referees to all matches.
  • Schools will not be required to supply any match officials.
  • No referee decisions are to be questioned or issues raised with the match officials by any of the team coaches, management or supporters at the field. All questions and concerns MUST be brought directly to the tournament Referee Manager soon after the conclusion of the game.

Format

The Anchor AIMS Games Rugby Sevens Tournament (the “Tournament”) will be played according to the World Rugby Laws of the Game with Seven-a-Side variations as framed by the World Rugby. Teams will play a round robin in pools with finals to decide all placings.

Rip Rugby Competition Points in Pool Play

Won 4 points
Draw 2 points
Loss by 1 (Rip Rugby) 1 point
Loss by 1-7 (Rugby Sevens) 1 point

Determining Standings at the End of Pool Play

In the event that two or more teams in a pool are tied on points at the conclusion pool play, the finishing positions will be determined in accordance with the following criteria, which is applied in the order in which they appear, until the tie is broken:

A. Where two teams are tied on points:

  1. The team that won the game between the two teams will take the higher ranking.
  2. The team with the highest positive margin for points scored for and against will be ranked higher.
  3. The team that scored the highest number of points in pool play will be ranked higher.
  4. The team with the higher positive margin of tries scored for and against will be ranked higher.
  5. The team that has scored the highest number of tries will be ranked higher.
  6. In the event the tie is not broken by criteria (i – v) above then the tie will be resolved by the toss of a coin between the managers from each team.

B. Where there are three or more teams tied on points:

  1. The criteria of A (ii - vi) above will apply.

C. When comparing like placings between Qualifying Pools:

  1. The first consideration will be the Competition Points the respective teams have scored.

Girls and Boys Rugby Sevens Team Composition

Each team shall comprise:

  1. Up to twelve players registered per team
  2. Up to three management
  3. Each team is only allowed five reserves per game.

Only for the Rugby Sevens, the players are to be numbered and these details are to be advised to the Tournament Director prior to the start of the Tournament. Each player must wear a jersey with his/her nominated number in every match in which he/she plays in the Tournament. Numbered jerseys are NOT required for Mixed Rip Rugby.

Mixed Rip Rugby Team Composition

Each team shall comprise:

  1. Up to twelve players registered per team, with a maximum of 6 boys and 6 girls
  2. Up to three management
  3. Each team is only allowed five reserves per game.
  4. Minimum of three girls on the field at all times.

Venue Composition

Blake Park Mount Maunganui, five full size rugby fields and four half sized Rip Rugby fields. Boys and Girls Rugby Sevens play on a full sized field. Mixed Rip Rugby play on a half sized field as per the diagram below.

Medal Presentation

The top three placed teams in each division will be presented with their medals at the conclusion of the finals on Friday 11th September.

Safety and General Rules

  • All Rugby Sevens players to play in boots. Rip Rugby players can choose to play in boots, shoes or bare feet. There will be NO requirement for players to remove their boots if one player or team has bare feet in that game.
    NOTE - any Rip Rugby games scheduled to play on the Bay Oval (Fields 3 & 4) will require players to wear shoes or bare feet - no boots permitted.
  • Ball size four (match balls provided).
  • At least one member of each management team must have completed NZRU Small Blacks Course (NZRU Requirement). This is NOT required for Mixed Rip Rugby.
  • The start and end of each half will be indicated by a siren controlled by Tournament Operations. A half can only end when the ball is dead (penalties and rips are NOT dead ball) and when a restart is not required by law.
  • Open weight in Girls, Boys and Mixed Divisions.
  • Teams to provide their own first aid kit and ice.

Technical Zones

  • 2 x rectangular boxes measuring approx. 5 metres long x 2 metres wide have been painted on all fields on one side of the field, on each side of the half way line. One box is for each team. These boxes are called “Technical Zones” and are the only areas where the coaches, managers, reserves, medical personnel and water carriers of each team must be positioned during their game. No other personnel is permitted in this area during the game.
  • There is to be NO coaching of players by anyone located within these technical zones during the game.
  • There is to be no roaming of the touch line by any coach, manager, reserve, medical personnel or water carrier during the game.
  • Each team is permitted to have one (1) medic and three (3) water carriers (4 people in total) and they must wear a “BIB” that clearly identifies them as such. No bib, no entry onto the field.
  • A coach cannot be a medic or a water carrier. A medic or a suitably trained person from each team is permitted on the field AT ANY TIME to treat an injured player.
  • Water carriers are only permitted on the field at a stoppage (Try, conversion, Injury).
  • A penalty kick is NOT a stoppage.
  • Coaches are NOT permitted to approach or speak to match officials at all during the game. This includes half time.

Substitutions and Replacements

A team is permitted to make five (5) substitutions per match. All substitutions MUST be made at half time. Any player that is temporarily replaced because of blood, can return to the game once the bleeding is controlled. Any player on the bench can act as a temporary replacement for them, but that same person is the only one who can come off the field if the blood injured player returns. If a player is injured, they can be permanently replaced by any player on the bench. This will not count towards the five substitutions. An injured player who is replaced cannot return to the game. All replacements can only be made when the ball is dead, and with the permission of the referee (a penalty, free kick, free pass, or rip is not a dead ball). Team coaches or managers must communicate ALL substitutions or replacements, including jersey numbers (where applicable), to the Sideline Match Official.

Girls and Boys Rugby Sevens Rules

The Rules of Rugby Sevens are much the same of those used in the fifteen-man rugby union version of the game. The game is regulated by the same authority, World Rugby, therefore the rules of rugby sevens are very similar and most teams use players that also play the full fifteen aside game. There are some major differences in the rugby sevens rule book though, which have a dramatic effect upon the game.

  • The game is played by seven players on each side. Hence the name sevens. The team consists of three forwards and four backs.
  • Games take place between two teams for a total of seven minutes each way, with a two-minute half time break.
  • In the case of there being a draw at the end of a playoff game sudden death extra time is played, whereby five minute ‘halves’ are played until one of the teams scores (Try, Drop Goal Penalty), the first points scorer is then considered the winner of the game.
  • The scoring system is the same as the 15 a side game, five points for a try, two for a conversion and three for both penalties and field goals. A penalty try is worth 7 points and there is no conversion.
  • The difference is that all conversions must be taken within 30 seconds of the try being scored and must be taken as a drop goal rather than a place kick at least 15 metres in from the side lines and in line with the try being scored.
  • A player receiving a yellow card is sent to the sin bin for a two-minute interval (counted as time in play, not real time) rather than 10 minutes.
  • U13 DSLV-BALL CARRIER, No fending to the face = sanction-penalty kick
  • U13 DSLV-All conversions to be taken in line with where the try was scored, BUT NO further from the goal posts than the 15 metre line.
  • If a try is scored with at least 31 seconds or more before time expires, there must be a restart kick off. If a try is scored with 30 seconds or less before time expires, the scoring team can use up all the time remaining to take the conversion attempt and will not have to restart the game. If the scoring team scores 30 seconds or less before time expires AND WISH TO HAVE A RE-START, they have two options.
    1. They MUST attempt the conversion before the remaining time expires, or,
    2. The captain or the try scorer must immediately notify the referee that their team wish to DECLINE THE KICK. If this happens before time expires, the re-start kick off will occur.
Mouth Guards

Mouthguards are only required to be worn for Rugby Sevens. Mouthguards are not required for Rip Rugby. In New Zealand Domestic Safety Law Variations (DSLV) there is a strong stance enforcing the wearing of mouthguards. The process is as follows:

  1. Three minutes prior to the scheduled kick off of a fixture, both teams are to line up on each side of the half way line and show their mouth guards to the referee for inspection. Anyone found to not be in possession of a mouth guard at that time is NOT permitted to enter onto the field of play. If the game kicks off before they have retrieved their mouth guard, they may not re-join the match until the next stoppage in play.
  2. On the first occasion that a referee observes a player from any team not wearing a mouth guard, the player shall be issued with a yellow card and ordered from the field for 2 mins. At that time, the referee should warn the captain of that team, that the next player from his team observed not wearing a mouth guard will receive a red card and an automatic 1 match suspension.
  3. The team of the offending player shall not be permitted a replacement during the period the offending player is off the field. The player may return to the field of play once his period of temporary suspension has concluded and at the next stoppage in play, once they have a mouth guard. If the offending player is unable to return wearing a mouth guard in the approved manner, then that player may be replaced after a period of temporary suspension has elapsed. This will be deemed to be a permanent replacement and the offending player will not be permitted to return to the field of play under any circumstances, except in accordance with Law 3.13, but then only if that player is wearing a mouth guard in the approved manner.
  4. On the next and or any subsequent occasion that a referee observes a different player from the same team not wearing a mouth guard, that player is to be penalised and ordered off (issued a red card).
  5. That player will also be automatically suspended from playing for one (1) match.
  6. NOTE: If a player produces a medical certificate stating they should not wear a mouthguard that player will be exempt from the requirement.
Kick Offs
  • Unlike 15 a side rugby, the scoring team kicks off to the opposition, rather than the team that was scored against, allowing teams to get hold of the ball after they have conceded points.
  • A free kick at the centre of half way is awarded:
    1. If any player is in front of the ball when it is kicked.
    2. If the ball does not reach the opponents Ten Metre line.
    3. If the ball goes directly into touch, touch in goal or over the dead ball line.
    4. If the ball goes into the in-goal and the opposing team grounds the ball or makes it dead, or if the ball becomes dead by going into touch, in-goal or on or over the dead ball line.
Set Pieces
  • Scrummaging takes place between three forwards. These forwards bind together with each prop binding on their hooker and interlock their heads in the same way a front row in the full version of rugby would. The scrum half feeds the ball into the channel from any side between them whilst the hooker (central forward) tries to strike the ball backwards and the two ‘props’ (outer forwards) push.
  • Scrums are not to be pushed more than half a metre. (U13 DSLV)
  • Front Rowers may not intentionally kick the ball out of the tunnel or in the direction of the opposition goal line. (FK)
  • Lineouts take place between two players from each team lined up contest for the ball, plus a player from the team who didn’t knock, kick or carry the ball over the touch line (unless kicked from a penalty) responsible for throwing the ball back in. The team who is not throwing the ball in must have a player standing 2m by 2m away from the throwing player. Teams can choose to have up to one player in the receiving position.
    • Lifting in the line-out is not permitted. (U13 DSLV).
    • Quick throws are not permitted (U13 DSLV).

Mixed Rip Rugby Rules

The Laws of Rugby apply also apply to Rip Rugby and are much the same of those used in Rugby Sevens. The game is a New Zealand Domestic Law variation but is still regulated by the same authority, World Rugby. There are some major differences in the Rip Rugby rule book though, which have a dramatic effect upon the game, the most obvious, is that there is NO CONTACT OR TACKLING. The following are all of the variations between Rugby Sevens and Rip Rugby. Download the “Laws of the Game; Rugby Union” booklet here https://laws.worldrugby.org Listed below are the modifications from the ‘Laws of the Game of Rugby Union’. The laws that don’t have modifications have not been included in this list or are listed elsewhere in this handbook (e.g. Substitutions).

1. PLAYING AREA
  • Quick-Rip-FieldThe playing area will be slightly smaller than a half sized rugby field. See diagram.
  • There are NO goal posts. There are no flag posts.
  • The seven players on a team and the referee will be the only people entitled to be on the playing area during a game. Coaches, substitutes and spectators must not be on the playing area during a game.
2. DURATION OF PLAY
  • A match lasts 14 minutes (split into two halves, each of not more than seven minutes) plus time lost.
  • Half-time consists of an interval not exceeding two minutes.
  • After half time the teams will change ends.
  • A half cannot end on a penalty. If a penalty is signaled, the team awarded the penalty shall be entitled to a free pass and the game will continue until the next stoppage in play. A rip is not a stoppage in play.
  • When a drawn match requires extra-time, play restarts after a one-minute break with periods of no more than five minutes. After each period, the teams change ends without an interval.
3. NUMBER OF PLAYERS
  • The game is played between teams of equal numbers of players, up to seven. There must be a minimum of three girls on the field at any time.
  • A team may nominate and use up to five replacements.
  • Except in the case of injury or a sending off, every player must play half of each game.
4. REFEREES
  • The referee will shout, “PASS!” when a rip has been made, and “TURNOVER!” after a fourth rip.
  • The referee will signal to the team who is kicking off or has a free pass by pointing with an outstretched arm towards that team.
5. SCORING
  • A try is worth 1 point.
  • There are no kicks at goal.
  • If a player is ripped in the act of scoring a try (either diving or bending down to put the ball on the ground), the try counts.
6. THE RIP RUGBY BELT
  • The belt is adjusted to fit the waist of the player and fastened so that two flags hang — one from each side.
  • Velcro attaches the flags so they are positioned on each hip.
  • Care needs to be taken to ensure that for safety the tail of the belt is tucked away.
  • Each team is distinguished by the colour of the flags they wear.
  • The belt must be worn outside the clothing, shirts tucked in and flags free so they can be ripped off. Sanction: Free Pass
  • 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. RESTARTS
  • After a team has scored, the same team restarts with a punt or drop kick on or behind the centre of the half-way line. Sanction: Free-pass.
  • Kick must travel in a forward direction 5 metres minimum and must not go directly into touch. Sanction: Free Pass
  • Team-mates of the kicker must be behind the ball when kicked. Sanction: Free Pass
  • Kicking team players must not make any contact with opposition players receiving a kick (i.e. no contesting for a kick). Any doubt as to who made contact will go in favour of the receiving team. Sanction: Free Pass
  • If the ball is kicked into the opponents’ in-goal without touching any player and an opponent grounds the ball without delay, or it goes into touch-in-goal or on or over the dead-ball line, the non-kicking team is awarded a free-pass at half way.
  • If during play, the attackers put with ball into the defenders’ in-goal area, and it is grounded by a defender, or made dead, play will restart with a Free Pass to the defenders 5m out from their goal line (similar to a 22m restart in Rugby).
8. ATTACKERS
  • The ball carrier cannot fend defenders off using their hands, or the ball. Sanction: Free Pass
  • The ball carrier cannot guard or shield their flags in any way.  Sanction: Free Pass
  • A player can spin once (360) in a possession (no helicopters). Sanction: Free Pass
9. DEFENDERS (RIPPERS)
  • There is no contact in Rip Rugby. Defenders (Rippers) ripping the flag off the belt of the ball carrier stops the ball carrier’s progress. Sanction: Free Pass
  • Defenders (Rippers) cannot grab the ball carriers belt, or other part of their uniform in order to rip a tag. Sanction: Free-pass.
  • Defenders (Rippers) cannot physically touch the ball carrier where avoidable. Sanction: Free-pass.
10. FREE PASS
  • 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 who taps the ball MUST pass and cannot run with the ball.
  • The Defenders (Rippers) must remain five metres 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.
  • A free pass is used to restart play at any other time that play has halted and needs to be restarted other than with a lineout or scrum.
  • Free passes cannot take place less than five metres from either try line.
  • A free pass is also awarded to the non-offending team when their opposition infringes the rules, such as an offside or for not returning the flag to the ripped player. A free pass or kick for touch as in normal rugby applies here.
11. THE RIP
  • To complete a rip one of the two flags from the ball carrier’s belt must be removed.
  • The only person who can be ripped is the ball carrier. Sanction: Free-pass
  • The Defender (Ripper) must stop, hold the flag above their head and shout “RIP!” Sanction: Free-pass.
  • The ball carrier must then pass the ball immediately (within three strides). He or she does not stop, return to the mark, tap or roll the ball between their legs. Should they run further than three strides, they can return to where the rip was made before passing.  Sanction: Free-pass.
  • Four rips in a row leads to a turnover in possession. Play restarts with a free pass to the opposition.
  • After the ball carrier has passed the ball the Defender (Ripper) must hand the flag back to the player who then reattaches it to their belt before they re-join play. Neither player can rejoin play until this occurs. Sanction: Free-pass.
  • If a player is ripped before the try line and doesn’t pass before they get over the line, they restart play five metres out from the try line with a free pass.
  • Restarting the rip count occurs when there is a turnover or when either team is penalised.
  • If a player accidentally loses a tag when they have the ball, stop the game, replace the tag and restart with a free pass.
12. KNOCK ON
  • When a player knocks or drops 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 scrum is awarded to the non-offending team unless an advantage can be played.
13. OFFSIDE
  • Offside only occurs at a rip.
  • When a rip is made, all players from the Defender’s (Ripper’s) team must retreat to a position that is closer to their goal line than where the Ripped player (Attacker) passes the ball.
  • Failure to do so, results in a free pass to the team in possession, unless advantage can be played, and the rip count will restart at zero.
  • If a player is offside and they intercept, prevent or slow down a pass, they will be penalised and a free pass will be awarded to the non-offending team, unless an advantage can be played.
14. PASSING THE BALL
  • The ball can only be passed to the ball carrier in a backwards direction.
  • Attackers must not pass the ball forward; towards the Defenders’ (Rippers’) try line.
  • Attackers cannot hand the ball to another Attacker.
  • A scrum will be awarded to the opposition if an Attacker passes the ball forward or hands the ball to another Attacker.
  • If the ball is not caught to conclude a pass and is not knocked forward, play can continue.
15. KICKING
  • There is kicking in Rip Rugby.
  • If you are ‘Ripped’ – you cannot kick the ball.
  • If a kick in general play crosses the dead ball line, it is a free pass at the mark from where the kick was made.
  • Normal off-sides from kicking situations apply.
  • If a player is intentionally ripped when chasing a kicked ball, a free-pass is awarded to the non-offending team at the point where there ball landed, but no closer than 5m to the try line.
16. ADVANTAGE
  • Not stopping the game when an infringement happens is called ‘advantage’.
  • 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.
  • The referee should call ‘advantage’ followed by ‘play on’ if an advantage is deemed by the referee to occur.
  • If no advantage occurs within a reasonable period play restarts with a scrum, penalty or free pass.
17. GOING TO GROUND
  • Unless scoring a try, a ball carrier cannot intentionally go to ground, or a player can not dive on the ball. Sanction: Free-pass.
  • Players can dive for a try or dive on the ball for a try.
18. THE SCRUM
  • These consist of three players from each side.
  • No pushing – win your own ball.
  • Follow the referee’s calls to ‘crouch – bind - set’.
  • Both halfbacks must stand next to the scrum and can’t advance past the middle of the tunnel. Sanction: Free-pass.
  • Players who are not in the scrum and who are not the team’s halfback, are offside if they remain in front of their offside line or overstep the offside line which is 5 metres behind the hindmost player of each team in a scrum Sanction: Free-pass.
19 THE LINEOUT
  • If the ball is carried or kicked out of the field of play, the game is restarted with a lineout with the non-offending side throwing the ball in.
  • The lineout must consist of three players (two in the lineout plus one throwing/opposite) from each team, plus a receiver if they choose.
  • Lineouts are contested, but there is no lifting the jumper (U13 DSLV) Sanction: Free-pass.
  • For players not taking part in the lineout, the offside line is 5 metres behind the line of touch. Sanction: Free-pass.
20. FAIR PLAY
  • All players must play games in a positive spirit following the principles of good sportsmanship.
  • In instances of verbal abuse, physical abuse, poor sportsmanship, intentional offending, persistent reoffending or any other offending, a referee may send a player from the playing area.
  • If a player is sent from the playing area by the referee, 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.
  • There shall be no intentional physical contact between players.
 
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