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.