Playing rosters should reflect the RITS values of Accessibility, Diversity, Equity and Inclusion
Players should strive to promote sportsmanship, comradery and support for their fellow athletes
Individuals who fail to adequately display these values will be asked by referees to leave the field
Referees will award each team a maximum of three Spirit points per game and report them to the scorekeepers with the final score
Key Items:
Games will be played 5 v 5 with a maximum of 10 players on the roster
Games always start every 20 minutes (see event day schedule)
All games will be 14 minutes in length: 2 x 7-minutes halves with a strict 1-minute halftime.
Home team will be the team listed in the left column of the schedule.
The home team will start with the ball.
The away team has the option to select the side they start on.
Teams switch sides at half.
Referees will keep score and time.
Rolling substitutions are allowed for all fixtures. Must wait for a stoppage in play.
Referees will keep track of the game ball at each field.
Playoff Rounds:
Should a match be tied at the end of regulation time in the playoff rounds, a 2-minute 3v3 sudden-death period will be played where the first team to score will be declared the winner
A coin toss will determine which team starts with the ball.
Should the match still be tied following the five-minute sudden-death period, the first team to have scored a try in that particular match will be declared the winner
Should neither have scored a try in that particular match, pool seeding tiebreakers will be used to determine the winner
Pitch Size
80 x 53
Kickoff and Restarts After Scores
Tap and pass at the start and after half-time
Restarts after scores – tap and pass
Neither team may move before the ball leaves the first player's hands – the first receiver must pass the ball immediately.
The ‘first player’ in this instance refers to the undertaking of the tap and pass. No player from either team may move before the ball is passed.
Once the ball has left the first player's hands, players from either side can start to move.
The ‘first receiver’ in this instance refers to the player receiving the ball from the ‘first player’.
The first receiver can move as soon as the ball is passed from the tap and pass – as can any player in attack or defense. Therefore, the first receiver can receive the pass when moving – however he/she must pass immediately to a teammate
Scoring
Try – 1 point
Ball must be grounded on or over the try-line.
A flagged ball carrier can score if they are within one step of completing the action.
Pool placement will be determined based on points awarded - 3 points for a win, 2 points for a tie, and 1 point for playing and not winning.
Pool seeding tiebreakers:
1) Points Against
2) Points Difference
3) Total Points Scored
Tackle
Pulling of the flag.
The ‘flagged’ (tackled) player may take three steps before a pass is made.
The ‘flagged’ (tackled) player has three seconds to make a pass.
A flagged ball carrier can score if they are within one step of completing the action.
If a team does not score within 6 flags, possession shall be turned over to the other team at the point of the 6th flag
Flag-guarding is strictly prohibited, a flag-guarding infraction will result in a turnover.
Flag-guarding includes; tucking or hiding flags, or blocking an opponent’s chance to pull a flag (ie. Fending, Spinning)
Offside line
Where the ball carrier stops after the flag is pulled, not where the flag was pulled.
(maximum 3 steps).
Penalties
Tap and pass should be used for all infringements.
Kicking for Points / Kicking in Open Play /Rucks / Mauls / Scrums / Lineouts