Game Regulations

Spirit of the Game

  • The goal of the day is to have fun!

  • 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

  • None