Game Regulations
Spirit of the Game
The goal of the day is to have fun and promote the RITS values of: Diversity, Equity, Inclusion and Accessibility.
Players should strive to promote sportsmanship, camaraderie and support for their fellow athletes
Game Managers may ask any player not upholding these values to leave the field.
Game Managers will award each team up to 3 Spirit Points per game and report them along with the score.
Spirit Points can be earned and deducted from a team’s score. A limit of 3 Spirit Points can be earned per game, but no limit on points deducted. Some examples include, but are not limited to:
Earning a Spirit Point
Offering a hand to an opposing player getting up off the ground
Celebrating an opponent’s effort, scoring or great play
Consistent respect of and adherence to the Game Laws and Regulations
Using respectful language and body-language throughout each game
Losing a Spirit Point
Arguing with the Game Manager
Any aggressive play (per infraction) – shoulder or excessive body contact
Arriving late and not being ready for your game start time
A team has the potential of earning up to 6 points per round robin match should they win and receive 3 Spirit Points.
Key Items:
Games will be played 5 v 5 with a maximum of 10 players on the roster.
All players will wear a Flag Belt with 2 pull-flags attached at the hip.
Games always start every 14 minutes (see event day schedule).
All games will be 12 minutes in length with no halftime (continuous play)
Upon the completion of a game, there will be a 2-minute interval before the start of the next game.
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.
Since there is no halftime there is no switching of sides on the pitch.
Game Managers will serve as referees and 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 2-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 feet
Kickoff and Restarts After Scores
Start of the game - tap and pass. No kick to start.
Restarts after scores – tap and pass.
No movement allowed by any player until the ball is passed from the tap to the first receiver.
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 catching the first pass.
Scoring
Try – 1 point
A try is awarded when the ball carrier simply crosses the try line with ball-in-hand. Unlike traditional rugby, but for the safety and wellbeing of all participants, there will be NO grounding of the ball on or over the try-line to score.
A flagged ball carrier can score if they are within one step of completing the scoring 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
Tackle = Flag pull
The ‘flagged’ (tackled) player may take two steps before a pass is made.
The ‘flagged’ (tackled) player has one 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 being pulled, 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, Hand over flag)
Offside line
Where the ball carrier stops after the flag is pulled, not where the flag was pulled.
(maximum 2 steps).
Penalties
Tap and pass should be used for restarting player after all infringements.
Kicking for Points / Kicking in Open Play /Rucks / Mauls / Scrums / Lineouts
None are permitted.